Charletrom Posted January 8 Share Posted January 8 I think a new disease mechanic based on lifetime stress accumulation could be a fun late-game challenge. The basic idea would be to track lifetime stress in a new additional bucket that is not affected by stress-relieving statuses (eg receiving massage) thus total stress in this bucket would only ever go up. At certain lifetime stress thresholds, new “diseases” would appear. As an example, something like “Aching joints” or “sore muscles” with a mild athletics debuff would make sense for the lower lifetime stress thresholds. These new diseases would be treatable by medications (eg painkillers) or certain recreation buildings but would recur. As a result, older dupes would need regular medical attention to remain fully operational. To go along with this new mechanic, a story trait or late game building could be added to allow lifetime stress reductions. Link to comment Share on other sites More sharing options...
pether Posted January 9 Share Posted January 9 I would love to see overall germ and disease updates, but this is one of nice anchors to start thinking about the change. Link to comment Share on other sites More sharing options...
Henlikuoth Posted January 9 Share Posted January 9 3 hours ago, pether said: I would love to see overall germ and disease updates I have been waiting and hoping for this for a longer time already. Many people want it, so I hope Klei will soon find the determination to do something about it. Link to comment Share on other sites More sharing options...
Charletrom Posted January 9 Author Share Posted January 9 I think the key will be designing impactful mitigation strategies that are fun to engage with and link up to other in-game systems (ranching, farming, etc) Link to comment Share on other sites More sharing options...
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