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[POLL] Should Food Poisoning Make Dupes Vomit Again?


Should Food Poisoning Make Dupes Vomit Again?  

142 members have voted

  1. 1. Should Food Poisoning Make Dupes Vomit Again?

    • Yes, it should
    • No, it should not
    • Other [Comment Below]


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I like the idea of difficulty levels. Higher difficulty could have harder symptoms (including death) and more germs spawned during sneezing. To provide some control give it a grace period of half a cycle before the first symptoms appear so if you got medicine you can avoid the trouble. Vomitting could happen at the end of food poisoning to give extra time to make some pills.

Anything to make diseases relevant again would be nice.

I have yet to make medicine or even build a damn sick bed, because it just makes no sense doing it.
Yeah, I could build a sickbay and have people recurperate a tiny smidge faster.
Or I could just have them working and lose less dupetime than if they where in bed.

And calling slightly relevant diseases tedious seems dishonest.

It's tedious when starting a new base to get the basic infrastructure ready.
It's tedious insulating your base every game.
It's tedious having to wait for the first skill point to get access to hard digging.
It's even more tedious waiting for the second skill point to get access to superhard digging.

To remove tedium, we should start with our base insulated, all basic techs researched, a farm, a powerplant, an outhouse and living quarters prebuilt for the 8 starting dupes.
This is obviously wildly exaggerated, but the point still stands.
Calling a challenge tedious, in a game based on tedious challenges gating fun interactions seems dishonest to say the least.

I agree that difficulty levels that change the severity of illness would let new players to not feel like they're wimping out and gives experienced players new mechanics that add a different challenge t game play. Another possibility would be to make food poisoning vomit expell only enough liquid for 1-2 spaces rather than the rivers that pour out now. Leave the huge vomits for stress and harder difficulty.

Without Immunity?  No.  It's too easy to get sick, and debilitating symptoms (much as I loved them) would wreck new players' colonies.  If they re-implemented Immunity, though, then I would vote yes if players could disable symptoms the same way they can stress responses.

I think illnesses should have levels of severity. Like there should be Mild cases with stress and -Athletics, moderate cases with that plus +Bladder change and + Stamina loss, and Severe cases with all that plus Vomiting and increased Calorie need. What level you get is based off the amount of germs exposed and the difficulty level, and the amount/severity of cases you've had before.

Could have something similar with slimelung, Mild=Stress and -Oxygen intake, Moderate=Wheezing fits, Severe=Death if untreated.

Should overall be ignorable earlygame, but can build into a problem if not careful.

D

5 hours ago, Wylv99 said:

I think illnesses should have levels of severity. Like there should be Mild cases with stress and -Athletics, moderate cases with that plus +Bladder change and + Stamina loss, and Severe cases with all that plus Vomiting and increased Calorie need. What level you get is based off the amount of germs exposed and the difficulty level, and the amount/severity of cases you've had before.

Could have something similar with slimelung, Mild=Stress and -Oxygen intake, Moderate=Wheezing fits, Severe=Death if untreated.

Should overall be ignorable earlygame, but can build into a problem if not careful.

This is what it should be. Also medicine recipes should change, have another UIi for medicine consumption where you can define what to take at which level of the illness

I think food poisoning should work as follows:

  1. Not automatically on mush bars, only created by duplicants.
  2. Have chance of immediate vomiting preventing catching it, else chance of vomiting/diarrhea later (within a cycle).
  3. Vomiting and diarrhea should both just be a sudden need to use the lavatory for a while (make a mess if can't reach in time, lower time for vomiting) that overrides working and sleeping, so dupes at least try not to let everything out in your clean water pool, and you have a reason to place lavatories in very accessible areas from sleeping, eating, and machine-operating.
  4. Vomiting and diarrhea should cause a need to consume more calories.
  5. Spontaneously created by dupes sometimes (scratching their butt etc., along with low-level cooks grilling poorly).
  6. Hard to catch again based on time since last caught (uncatchable again within so many cycles, immunity slowly fades)

This way, it's not an immediate concern, and most of the time won't cause major issues, only really creating problems with large bases later on where you could have many dupes far from lavatories contaminating everything and spreading it to each other.

Now, would you still ignore it later on with these changes? I'd wager not, because having dupes run back from the slime biome only to crap themselves on the ladder is pretty non-ideal, so you'd want to disinfectant things after Stinky decides to taste-test his butthole and touch all your food, and have a doctor on standby just in case.

It should make duplicants vomit because throwing up is the main symptom of food poisoning in real life. If 30 people get food poisoning and no one throws up that is very very strange. 

 

Also, throwing up isn't  a very big deal in the game. You can get rid of it instantly now, anyway...

On 7/15/2019 at 9:24 PM, Coolthulhu said:

Tedious for everyone, only hard for noobs = bad for the game.

What isn't tedious and also hard for noobs? That may be a good argument in games with non-existent learning curves but ONI? By the way, if preventing food poisoning is tedious for experienced players I'm sure you'd agree we then need to remove space in its entirety?

What actually is bad for the game are completely irrelevant mechanics. Just one more thing for new players to learn and then ignore. I don't understand how your argument is leave them as-is versus making them have an actual impact or removing them from the game. 

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