08-27-2014, 11:50 AM
A version of it is apparently more or less ready to go. I don't know why it hasn't been put in yet in the last year. But I get the impression that pathology is sometimes seen as a traitor-only department like toxins (or engineering, these days) or that it won't be fun, or too much of an imposition on the crew. This is just my attempt to try to solve that. By making diseases complex and dangerous enough that pathology is needed (and giving the possibility of finding something really cool for the geneticists). I'd also advocate that many of the nastier diseases are going to need to be toned down, or at least slowed a little, so pathologists have time to research them. Of course, I don't mean to say that admins shouldn't keep some truly unreasonable ones in reserve for when they really need them. Heaven forfend. The idea here is to make diseases something that take long enough that they won't game-stoppers. The part about having an initial, asymptomatic phase until the disease builds up to a certain level is part of that.
Well, necrotic degeneration is the zombie virus, so... It would actually work better with water resistance, which should also allow transmission through saliva. Biting, and all. Plus, maybe a few other traits to keep the zombies alive even though all their skin is rotting off. Something that would be very beneficial to have, but in order to get it, obviously you have to get a hold of the disease without being eaten by zombies.
And imagine. A version of necrotic degeneration randomly spawning with drug resistance+, and a trait that makes zombies gib in a small explosion when they die. That means it resists its hard cure (styptic powder), and when they die the disease is spread far and wide.
Now, the ??? metabolic pathway traits that I described at the end there, that I think should be the new version of the hard cures that exist now, according to the wiki, when those are chemicals. Like, styptic powder curing necrotic degeneration, or cryoxodone curing GBS. But I'm thinking that shouldn't be for every case. Haloperidol should relieve the symptoms of space madness and berserker, but not cure them. The body will do that on its own, of course.
pizzatiger Wrote:Also......Brain damage trait + Skin perminable + Drug resistance+ +Higher fuction suppression=Gheto zombie virus?
Well, necrotic degeneration is the zombie virus, so... It would actually work better with water resistance, which should also allow transmission through saliva. Biting, and all. Plus, maybe a few other traits to keep the zombies alive even though all their skin is rotting off. Something that would be very beneficial to have, but in order to get it, obviously you have to get a hold of the disease without being eaten by zombies.
And imagine. A version of necrotic degeneration randomly spawning with drug resistance+, and a trait that makes zombies gib in a small explosion when they die. That means it resists its hard cure (styptic powder), and when they die the disease is spread far and wide.
Now, the ??? metabolic pathway traits that I described at the end there, that I think should be the new version of the hard cures that exist now, according to the wiki, when those are chemicals. Like, styptic powder curing necrotic degeneration, or cryoxodone curing GBS. But I'm thinking that shouldn't be for every case. Haloperidol should relieve the symptoms of space madness and berserker, but not cure them. The body will do that on its own, of course.