Radioactive Ruins (and general maladies system)
I always thought ruins need to be more scary. What if they were to afflict the workers with radiation sickness? It could use the same mechanic as need, and fill up the bar when beaver hangs near the ruins or in the mine. But instead of buff the full bar would give a penalty - say, -30% lifespan. Unless the bar is full, this "anti-need" would decay over time, when beaver is not exposed to radiation. But to combat manifested sickness you'll need to craft medicine in the doctor's hut from some plants.
Maladies should be grouped at the bottom of the needs tab, and have red color instead of green, also with different icon. Moreover, sick beavers would display a sign above their head, notifying player of their condition.
The good part about this system is that it will be easy to introduce (or mod) just about any sickness tp make post-apocalyptic wasteland a harsher place, like it should be.
Comments: 7
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25 Dec, '21
Gin Fuyou AdminGeneral health \ disease system is here https://timberborn.featureupvote.com/suggestions/204323/health-system-and-medicine-diseases-illness
But I think radiation is interesting idea, but just medicines for it sound too plain (could be still used for generic illnesses). What countermeasures our beavers could come up to resist radiation? Also, what benefits they may seek in such ruins despite the risks? -
25 Dec, '21
Tangler@Gin Fuyou, I'm referring to normal ruins already present in the game. Right now harvesting metal is somewhat boring; adding risk would spice it up and add planning element: either you rush for metal and get your workers sick, and have them die sooner, or you wait and prepare better. Also radiation would contribute to lore and worldbuilding, serving as a stark reminder of human folly.
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25 Dec, '21
Gin Fuyou AdminYeah, planning is a good point, but I think it's just not enough. It also basically adds another pre-requirement for safe metal production, and in late game you have mines. I think developing this idea further is a good call, we could possibly figure some really interesting features.
For a start I think ruins should be randomly radioactive, not all of them. And probably have some other benefits, maybe not for resources but for exploration system I suggested https://timberborn.featureupvote.com/suggestions/211844/exploration-system-and-scout-parties -
25 Dec, '21
Tangler@Gin Fuyou, what if scavengers and mine-workers could randomly and rarely uncover some leftover goodies of human civilization? Like, old tvs, broken tools, rubber tires, etc. While these are clearly just some worthless junk in player's eyes, beavers could regard them as DIVINE RELICS and mount on pedestals to worship (awe-related bonuses). Strugatsky's Roadside Picnic style.
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25 Dec, '21
Gin Fuyou AdminYeah, it's one option. As I mentioned in exploration - some artifacts can be studied in research buildings (huts or some advanced ones) for some random bonuses.
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27 Dec, '21
Jordan LoveLove the idea or radioactive areas, but how about instead of medicine curing it it's a permanent reduction of lifespan (and maybe strength) but only after spending a certain amount of time there. When outside of radiation zone you slowly recover if you haven't hit the limit yet, and as a bonus, different factions have more or less resistance to the radiation,
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05 Jul, '23
WolfcarolingI think a good idea for a race would be, like, the ToxTails or something that specialize in living closer to human ruins and waste, where there are nuclear toxins etc that they have to pump out of the soil/water