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Is your feature request related to a problem? Please describe.
A consistent problem of frustrating RNG
The infection mechanic post insta-cure era was part of a DDA change before the fork of BN was made that depends on RNG and proves frustrating at times. As this fork centers on gameplay rather than simulation this mechanic needs an overhaul for a more engaging gameplay.
Describe the solution you'd like
Overhauled Infection Mechanic
My solution is a overhaul based upon the already existing progression of the infection mechanic but changing how the cure proccess is done to take away its RNG factor for a more consistent experience without taking away the recovery stage (unless the rare case of insta-curing through the use of a exotic item like panaceus).
Main Diagram
This diagram table shows how the interactions between the antibiotics and the infection would work depending on what stage the survivor is and what power of the antibiotic it takes to start the recovery phase.
Diagram Summary
Required Min Antibiotic Power: The minimal level of strenght of an antibiotic to start the recovery stage.
Halts Progress: Required power of an antibiotic to halt the infection if it passed to later stages.
Slows Progress: Similar as Halts Progress but only for the rare case of being into the last stage with only weak antibiotics, it slows the infection by a multiplier.
Dynamic Recovery Time: In every stage the infection will increase the time in the recovery phase every hour it passed with it, every stage has a max and minimal amount of time of this dynamic time define in the Min/Max Recovery Time to prevent an infinite/huge accumulation of recovery time.
Recovery Time Multiplier: This is a reward for the player, it reduces the time of the infection by a multiplier but it is reduced or negated in later stages of the infection.
Main Points
Upon consumtion of the required strenght of antibiotics to cure the infection the survivor will enter the recovery phase that will slowly reduce pain and stat debuffs (already implemented in the recovery phase).
Not entirely a insta-cure but takes away the RNG factor and allows the survivor to halt progress if the infection passed to later stages, giving time to plan ahead and prepare rather than the reckless rush for antibiotic and rewarding if it found more powerful antibiotics.
Taking away the infection stat debuffs of STR and DEX is important, as pain already does that, maybe increase pain received a bit, encouraging the use of painkillers to suppress the extra pain and be combat ready. Also no more extra fatigue for infection so its possible to survive even at the last stage of infection without suddenly collapsing of fatigue but the pain would be insane without consuming powerful opioids.
Additional context
Example of how the time multiplier would work
TODO
Get a senior contributor or developer to add the label "balancing" to this FR.
Plan with a contributor or developer the development of this FR into the main game.
Mention the PR once merged and close this discussion.
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Is your feature request related to a problem? Please describe.
A consistent problem of frustrating RNG
The infection mechanic post insta-cure era was part of a DDA change before the fork of BN was made that depends on RNG and proves frustrating at times. As this fork centers on gameplay rather than simulation this mechanic needs an overhaul for a more engaging gameplay.
Describe the solution you'd like
Overhauled Infection Mechanic
My solution is a overhaul based upon the already existing progression of the infection mechanic but changing how the cure proccess is done to take away its RNG factor for a more consistent experience without taking away the recovery stage (unless the rare case of insta-curing through the use of a exotic item like panaceus).
Main Diagram
This diagram table shows how the interactions between the antibiotics and the infection would work depending on what stage the survivor is and what power of the antibiotic it takes to start the recovery phase.
Diagram Summary
Main Points
Additional context
Example of how the time multiplier would work
TODO
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