Wounds should have a risk for infection

The place to request or suggest new ideas and features.
Post Reply
User avatar
philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Wed Apr 15, 2015 5:00 am

I have not seen this requested, and i have been here for a while(though off and on)

Infections from wounds should be a thing. The higher grade med kits should treat these.

User avatar
Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Wed Apr 15, 2015 4:19 pm

An interesting concept. Even basic bandages should reduce the risk, due to at least covering the wounds. Infection seems even more pertinent when you consider all the animals we have now too. For example, I think it's the komodo dragon that's genetically designed to carry several diseases in it's mouth, as well as having open cuts in its mouth, which causes infections in just about anything it bites.

The question on my mind, though, is "what would the effects of infections be?". Gradual damage? Reduced stats? Frequent unconsciousness (this would probably tie in with the fatigue stat, which isn't in the game yet)?

User avatar
philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Thu Apr 16, 2015 6:41 am

the effects are something that would be hard to pin down.

I do believe that some should cause the loss of limbs

others should cause fatigue,

and when thirst is implemented, cause dehydration faster.

Perhaps this would also make medicine a thing as well?

User avatar
toaster Assassin
Posts: 1186
Joined: Thu Sep 29, 2011 6:27 am
Location: Sitting at the front desk of the universe and holding the key to unlock your mind.

Thu Apr 16, 2015 3:49 pm

I like the idea. When hunger and dehydration takes effect, a wound becomming infected in the desert could be deadly. (i.e if the infaction causes fatigue or dehydration)
A voice in your computer's memory that refuses to go away. Now with 15% more (side notes!)

Semper fidelis amplus crustulum!
Image
Kenshi forum rules: (We will assume that you have read this).

User avatar
PnzrNorm
Posts: 1182
Joined: Mon Apr 15, 2013 5:52 am
Location: Steam: PnzrNorm

Thu Apr 16, 2015 4:38 pm

Liking the idea.

Also in agreement that infections should hamper thirst and fatigue levels moreso than blood and hp levels, unless the specific infection induces hemophilia which in Kenshi's case would cause the medic to have to use a more advanced medkit to fix the hemophiliac's wounds.

vpb
Posts: 19
Joined: Mon May 26, 2014 6:51 pm

Fri Apr 17, 2015 7:04 pm

Would it really add anything to the game?

User avatar
Tolwrath
Posts: 1070
Joined: Wed Oct 31, 2012 12:11 am

Fri Apr 17, 2015 7:39 pm

It would enhance both the complexity, and the atmosphere of the game. The depth of knowing that fighting against wild animals could cause more infections would lead you to rethink your strategy, maybe wear heavier armor to avoid having anything break the skin. But more than that it would give characters more weaknesses, allowing them to be more human.

Bad joke time: it'd also add a consequence for being too promiscuous.

User avatar
philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Sat Apr 18, 2015 11:27 pm

There are other forms of trade goods, like medicine and narcotics.

So one thing that infections would be used for, is the need to always have these on hand.

I also like the idea of plagues randomly hitting a town, and them needing medicine.

But the infection aspect would really add to the difficulty. it would also make the animals more dangerous.

speaking of which, did they mention that some animals will be poisonous or not? that also needs to be a thing.

LootedWhileAwake
Posts: 21
Joined: Tue Jul 21, 2015 3:53 pm

Tue Jul 21, 2015 4:08 pm

As long as an infection is not based upon a simple cut or wound. It is plausible an infection could develop from some certain kinds of creatures or plants. But to bandage a wound and sleep in a bed could be the environment for a wound to actually get an infection, I've experienced cutting my foot on gravel but the dirt soothed the wound and it is healing with almost no pain. But I've had an infection by laying on the couch while having a foot that was cleaned and bandaged but I was in pain and it took longer to heal. Modern medicine shouldn't have its monopoly hold on this game, even if it does show up, it should have risk and do worse than actual plants that could help a person to heal faster. (Realistic)

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Wed Jul 22, 2015 6:14 pm

I like it.
I think Infections should be a possibility for when you don't bandage a wound.
The longer you Leave it unattended the greater the chance.

And treating them would require some form of medicine/salve/ointment. Either crafted from certain plants or bought.

That way medics would have a wider array of things to carry in their inv.

Bites from animals can have a greater chance to infect, but 100% rate seems more like poison.

Effects from poisons should also require medicine to cure. Adding more roles for the medic. And also more things for us to see out in the new world and gather. Need a poison gland from the snake that bit um to fix um.

The options for these are limitless. Quests to save a town, Quests to poison a town. Mad races against time to find the ingredients to save a comrade who is wasting way in their sick bed.

I have seen the medicine trait in the character stats, I'm hoping this is what that is going to effect.

Set
Posts: 206
Joined: Tue Jan 07, 2014 5:40 pm

Wed Jul 22, 2015 7:53 pm

I don't like it but standard first aid kit should deal with infections because like the ingame description say "A first aid kit, made up of bandages, disinfectant and painkillers."
Tolwrath wrote:I think it's the komodo dragon that's genetically designed to carry several diseases in it's mouth
Not exactly.....they just don't know how to use the toothbrush, and they eat rotten flesh....

User avatar
philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Wed Jul 22, 2015 9:58 pm

swillo wrote:I like it.
I think Infections should be a possibility for when you don't bandage a wound.
The longer you Leave it unattended the greater the chance.

And treating them would require some form of medicine/salve/ointment. Either crafted from certain plants or bought.

That way medics would have a wider array of things to carry in their inv.

Bites from animals can have a greater chance to infect, but 100% rate seems more like poison.

Effects from poisons should also require medicine to cure. Adding more roles for the medic. And also more things for us to see out in the new world and gather. Need a poison gland from the snake that bit um to fix um.

The options for these are limitless. Quests to save a town, Quests to poison a town. Mad races against time to find the ingredients to save a comrade who is wasting way in their sick bed.

I have seen the medicine trait in the character stats, I'm hoping this is what that is going to effect.
right now, the medics are 2500 cats to recruit, yet they are the most cost effective of recruits, because they have like 3000 cats worth of medical equipment. not counting their skills, they are the ones you should recruit.

Right now though, medics only purpose is to heal, and the best way to train this, is to make first aid kits. These also sell well in town, so you get a super medic, and a lot of money, at the same time.

So medics, need more things to do.

One thing i have been playing around with, is setting up a squad in traders edge, because it gets attacked a lot, and this is a great way to train a squad. So i bought a house in the town and set up a "field hospital"

But this got me thinking: "what if civilians came to my hospital, to use my services?" Not only would this raise faction diplomacy, but it would generate money, and level up skills.

It would also add a level of realism to the game.

Post Reply
  • Information
  • Who is online

    Users browsing this forum: No registered users and 6 guests