Skip to content

Commit

Permalink
Update Virology Reworked
Browse files Browse the repository at this point in the history
  • Loading branch information
Admiral-Obvious-001 authored Oct 29, 2024
1 parent a06f8d8 commit d64fe80
Showing 1 changed file with 31 additions and 5 deletions.
36 changes: 31 additions & 5 deletions Virology Reworked
Original file line number Diff line number Diff line change
Expand Up @@ -5,17 +5,17 @@
| AdmiralObvious | :x: | TBD |

## Overview
Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as habe more impact on a round.
Virology existed in the past and for the most part was very static and boring, as well as generally unpleasant to deal with. This proposal is hopefully going to make Virology as a job more interesting, as well as habe more impact on a round. Viruses would be procedural instead of one and done.

## Viruses
At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses).
At the start of a round, a majority if not all of the crew should start with some sort of benign effect virus (will explain more later about benign versus active viruses). Ideally each crewmember would start with between 1 and 4 viruses in their system.
These viruses initially won't have any effects to the crew carrying said viruses, but later as the round progresses can mutate based on various factors.
Viruses can be identified and tracked using a similar system to the detective DNA sequencing and collected by crew using sterile swabs on individuals, or by taking blood samples from crew. Method of sample collection will determine which, if any viruses are collected. These samples can then be inserted into the medical diagnoser (or something else but we have the machine for it) to determine the 6 core characteristics of the virus.

## Viral Characteristics
Viruses will have 4 of 6 characteristics that the virologist can detect using the diagnoser. Symptoms, which can have many potential symptoms the virologist can see to assess who has what disease potentially.
Volatility, which would operate on a sliding scale of how likely the virus is to mutate, and how severe the potential mutations can be using a random weighted point buy, similar to botany chem mutations.
Estimated lifespan of the virus before it eventually "dies".
Estimated lifespan of the virus before it eventually "dies", by 20 minutes, none of the initial viruses should exist.
Lastly, there'd be the mode of contagion spread. Most likely to spread would be airborne, least likely to spread would be blood to blood contact (this will also require medical to sterilize their tools, which will be discussed later). Contagion types can stack.
Not shown to the virologist would be wether or not the virus is capable of jumping species type, nor the major health effect related to such an event occurring.

Expand All @@ -27,7 +27,33 @@ As the viruses transfer between hosts, there would be a variable chance for the
Cleanliness will go a long way to preventing viruses from getting out of hand. Medical tools, such as syringes will have a high chance to pick up viruses and transfer them between patients if the syringes are not sterilized properly. This can be done via a sterilization machine which would need to be added inside of medical, or in a pinch, you can use liquid soaps or space cleaners to attempt to clean syringes if you're in a rush, but with a much reduced probability of success.
Alternatively, virologists can attempt to create vaccines to the virus in question, in order to create a vaccine, the virologist would need to provide multiple samples of the virus to the vaccinatior machine, which will then synthesize a vaccine with a hidden success probability based on the volatility of the target virus. Vaccine production will require *something* to actually create the vaccine.
A successful vaccine will prevent the specific virus the vaccine is created for from jumping to any person who has not already been infected by the vaccine, but will not prevent any mutation of the same virus eventually coming around and infecting later.
Lastly is Spacacillin, which has a random (small) chance to kill any virus in a patient with sufficient dose.

## Infection Sources
Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, and potentially bio terror from nukkies.
## External Infection Sources
Viruses that don't originate in the crew round start can be instead picked up from other sources, such as raw meats in the kitchen, not cleaning meat cutting tools in the kitchen, rats and mice, artifacts creating (usually very lethal) diseases, and sometimes external sources, such as carp bites, vent spider bites, spawned blood puddles, and potentially bio terror from nukkies.
This is mostly done so the crew can't somehow systematically wipe out viruses.

## Viral Modification
TBD

## Contagion Tiers
These can all stack in one virus based on volatility and mutation, and will always start with at least one of these.

Blood to Blood: Requires direct blood contact to transfer, such as repeated syringe use, or the same melee weapon used against multiple people. Drinking blood may or may not count. Very low point cost.
Saliva: Would require someone to drink or ingest the virus from an item someone else has drank or eaten off of without being cleaned first. Low point cost.
Airborne, Inhalation: Would require people to stand near each other in order to transfer the virus. Can be blocked with breath masks. Moderate point cost.
Contact: Virus can be picked up through contact with objects the infected has handled with a lifespan assigned to the virus for objects, as well as hugs, cuffing actions, buckling. Moderate point cost.
Airborne, Infectious: High virulence, able to infect through anything via proximity except for full virology suits and the CMO hardsuit and Paramedic Softsuit (gotta make them useful for something). High point cost.

## Virus Symptoms
Viruses should only very rarely be beneficial. They should be something that the crew should be aware of however. Viral symptoms would be generated based on the mutation point buy system with low cost mutations being most common. Ideally these symptoms would be assigned a severity as well.

Runny Nose/Feels Funny: Basically doesn't do anything but let the carrier know they have something with an occasional popup.
Coughing/Sneezing: Makes the carrier cough or sneeze intermittently, creates an invisible area of effect for the virus to cause infection if it has a contact or airborne infection type. Should not generate an AOE if the individual is wearing a sterile mask. Severe cough can include coughing blood, and would cause minor bloodloss.
Dizziness: Applies the drunk effect to the carrier, more severe symptoms can apply a move debuff.
Vomiting: Causes the carrier to vomit, will create a puddle containing any viruses the patient has, and can be spread to others via drinking (why) or through contact if they don't have shoes. Can cause blood vomiting at high severity which will remove a good chunk of the affected bloodstream.
Drowsiness: Causes the character to yawn, affects stamina cap, can cause the character to enter forced sleep at high severity.
Chills: Makes the patient feel colder than they are. Can potentially raise the target body temp of the affected.
Sweats: Makes the target feel overheated. Reduces the target body temp of the affected.
Poison: Variable, but a severe symptom that will eventually kill the patient if left untreated.
Zombification/Cluwne: Effectively a way for the zombie virus to spawn naturally, this should be extremely rare (like a 1 in 10k chance), but would function the same as poison above, but turn the victim into a zombie or cluwne on death.

0 comments on commit d64fe80

Please sign in to comment.