12-04-2015, 06:59 PM
I spend most of my time in the pathology lab and think it would be great to see it get a bit more love. Some of what I'm going to propose has already been said in the thread but I figure saying it again can't hurt!
GUI:
The new GUI has taken some getting used to but is pretty good overall (and is certainly prettier). That said the 'predicted effectiveness' thing is beyond broken and should probably not even be there. It is also odd how the expose and close buttons are in different parts of the menu but I'll address the whole expose and close thing in QoL.
QoL:
Incubator - This is a new machine that would continuously grow one sample of pathogen. If you want to grow other samples you'd either need to swap them out or do it the old fashioned way.
Pathogen Scanner Upgrade - When added to the health analyzer this would offer up more information on the pathogens infecting someone.
Traitor Pathogen Bottles - High TC Cost and offers up a couple high end symptoms. Essentially a poison bottle but much more expensive due to the ability to make it transmittable with a little extra effort. This will help traitors get a deadly disease out early enough to be more relevant. (I can expand more on why this is a thing if need be.)
An additional manipulator would be amazing for those days when we have multiple pathologists.
You should also never, ever lose your pathogen when you've constructed your symptoms correctly. (Though, to be fair, I haven't seen this happen to me in a while so maybe it has already been fixed?)
Pathogen Additions and Changes:
There needs to be a way to make some symptoms fire more often - either through higher tier versions of themselves or by the partial return of symptom stacking (something with diminishing returns to keep it sane). I'm more fond of the stacking option but having higher tiers of, say, gasping would also be alright.
Also I don't know if it is by design or if my luck is really that far past the bell curve but there seems to be a chance that certain symptoms just won't trigger. There have been many times I've been twirling my proverbial mustache over an awesome bug I've made and then find out that the symptom - despite being in the pathogen - just won't fire. Sometimes not on anyone, sometimes only on part of the population. I had the arcing symptom recently and it was only batting about 50-50... two monkeys were launching bolts of lighting. The other monkey and myself never so much as had our hair stand on end.
I've rarely seen a pathogen mutate much on its own. Giving mutativeness and mutation speed a buff might be a really good thing.
Symptom Suggestions:
Vomiting (T2, T4) - I'm shocked that vomiting isn't a symptom as it is a classic disease symptom. Can transmit disease. The T4 version would, of course, be green vomit instead.
Bleeding (T3) - Could be from a variety of sources. Possible more gruesome higher tier versions. Definitely causes transmission.
Gasping (T2-5) - If (partial) stacking isn't to return we really should have debilitating and deadly versions of gasping. Also applies to other low tier symptoms with the idea to make them more powerful, more frequent, or both.
Sweating (T3) - Already a symptom but perhaps the T3 version makes it so that you sweat so much you leave wet floors behind.
Acidic Sweat (T3, T5) - Things you touch receive damage as if they had acid poured on them. Higher tiers would act as more/stronger acid.
Oil Sweat (T4) - Sweat pools of oil. Oil robots upon touch.
Heart Disease/Cardiac Arrest (T5) - Another late game death symptom but a bit more stealthy.
Radiation Removal (T2, T4) - This pathogen soaks up radiation in your body. The T2 version does a decent job while the T4 version is very aggressive about removing it. Sorta the anti-polonium.
Resurrection (T5) - Upon death your body begins to rebuild itself eventually leading to your resurrection. After being revived the pathogen burns out and you become immune (essentially making it a one time use).
Blindness (T4) - Slowly makes you more and more blind.
Deafness (T4) - Slowly makes you more and more deaf.
Burn Healing (T4, T5) - Just upgraded versions of the T3 trait.
Brute Healing (T4, T5) - Just upgraded versions of the T3 trait.
Regeneration (T4) - Eventually regrows limbs. Also slowly recreates your face after having had it burnt off with acid.
Wound Stitching (T4, T5) - The T4 version closes up all wounds quickly. The T5 version not only closes up wounds but also destroys foreign material in the body (bullets, implants, ect).
Zombification (T6???) - I'm thinking of this as a random mutation only thing, if the system could handle it.
GUI:
The new GUI has taken some getting used to but is pretty good overall (and is certainly prettier). That said the 'predicted effectiveness' thing is beyond broken and should probably not even be there. It is also odd how the expose and close buttons are in different parts of the menu but I'll address the whole expose and close thing in QoL.
QoL:
Incubator - This is a new machine that would continuously grow one sample of pathogen. If you want to grow other samples you'd either need to swap them out or do it the old fashioned way.
Pathogen Scanner Upgrade - When added to the health analyzer this would offer up more information on the pathogens infecting someone.
Traitor Pathogen Bottles - High TC Cost and offers up a couple high end symptoms. Essentially a poison bottle but much more expensive due to the ability to make it transmittable with a little extra effort. This will help traitors get a deadly disease out early enough to be more relevant. (I can expand more on why this is a thing if need be.)
An additional manipulator would be amazing for those days when we have multiple pathologists.
You should also never, ever lose your pathogen when you've constructed your symptoms correctly. (Though, to be fair, I haven't seen this happen to me in a while so maybe it has already been fixed?)
Pathogen Additions and Changes:
There needs to be a way to make some symptoms fire more often - either through higher tier versions of themselves or by the partial return of symptom stacking (something with diminishing returns to keep it sane). I'm more fond of the stacking option but having higher tiers of, say, gasping would also be alright.
Also I don't know if it is by design or if my luck is really that far past the bell curve but there seems to be a chance that certain symptoms just won't trigger. There have been many times I've been twirling my proverbial mustache over an awesome bug I've made and then find out that the symptom - despite being in the pathogen - just won't fire. Sometimes not on anyone, sometimes only on part of the population. I had the arcing symptom recently and it was only batting about 50-50... two monkeys were launching bolts of lighting. The other monkey and myself never so much as had our hair stand on end.
I've rarely seen a pathogen mutate much on its own. Giving mutativeness and mutation speed a buff might be a really good thing.
Symptom Suggestions:
Vomiting (T2, T4) - I'm shocked that vomiting isn't a symptom as it is a classic disease symptom. Can transmit disease. The T4 version would, of course, be green vomit instead.
Bleeding (T3) - Could be from a variety of sources. Possible more gruesome higher tier versions. Definitely causes transmission.
Gasping (T2-5) - If (partial) stacking isn't to return we really should have debilitating and deadly versions of gasping. Also applies to other low tier symptoms with the idea to make them more powerful, more frequent, or both.
Sweating (T3) - Already a symptom but perhaps the T3 version makes it so that you sweat so much you leave wet floors behind.
Acidic Sweat (T3, T5) - Things you touch receive damage as if they had acid poured on them. Higher tiers would act as more/stronger acid.
Oil Sweat (T4) - Sweat pools of oil. Oil robots upon touch.
Heart Disease/Cardiac Arrest (T5) - Another late game death symptom but a bit more stealthy.
Radiation Removal (T2, T4) - This pathogen soaks up radiation in your body. The T2 version does a decent job while the T4 version is very aggressive about removing it. Sorta the anti-polonium.
Resurrection (T5) - Upon death your body begins to rebuild itself eventually leading to your resurrection. After being revived the pathogen burns out and you become immune (essentially making it a one time use).
Blindness (T4) - Slowly makes you more and more blind.
Deafness (T4) - Slowly makes you more and more deaf.
Burn Healing (T4, T5) - Just upgraded versions of the T3 trait.
Brute Healing (T4, T5) - Just upgraded versions of the T3 trait.
Regeneration (T4) - Eventually regrows limbs. Also slowly recreates your face after having had it burnt off with acid.
Wound Stitching (T4, T5) - The T4 version closes up all wounds quickly. The T5 version not only closes up wounds but also destroys foreign material in the body (bullets, implants, ect).
Zombification (T6???) - I'm thinking of this as a random mutation only thing, if the system could handle it.