Darkwind
Radiation Effects

*sam*


Posted Feb 7, 2008, 1:31 pm
Apologies to anyone upset by the strong effects of the solar wind, added yesterday. Summer-time was probably not the best time to introduce these effects.

Anyway, I have just reduced the effects a lot.

So you can come out of your bunkers! :cyclops:
Hula


Posted Feb 7, 2008, 4:09 pm
there goes my tan & that healthy green glow! ;)
Victor


Posted Feb 7, 2008, 6:28 pm
Thanks, Sam... but there's still an eerie green glow coming out of the hospital windows from all of the victims exposed before the reduction.
*sam*


Posted Feb 8, 2008, 8:42 am
OK, I'll remove the effect altogether. The sickness code can still be used - when a character has to walk home, or when they get spat on by a rad-frog, for example.
*viKKing*


Posted Feb 8, 2008, 11:31 am
I am with a few other players (yes player) very interested in seeing this coming back soon, but with appropriate dispatched information on forecast and possibility to protect, and that the extra effect of radiations should only starts based on exposition length.
Characters are already losing attributes points due to exposition to radiations, after 30 years old.

I'm convinced my suggestion about armour grades is a good one, but well that's my idea so... ;)
darthspanky


Posted Feb 8, 2008, 11:44 am
is it just the sickness thats gone ive had weapons still jam on me? the part i dont like about that is if ya got charaters with a unjam specialism it becomes useless? perhaps a mech specialism to keep that from happening?
*sam*


Posted Feb 8, 2008, 1:14 pm
The weapons jamming is gone too. What event did you have the problem in? -- I didn't make the change until about 10.30am today.
tucano


Posted Feb 9, 2008, 10:03 am
I spend a word in favor of this radiation effects, for me was quite interesting, I propose some modifcation

- light radiation effect (radiation nausea)
  Take pilots after scouting or traveling between town. Reduce activity  5-10%, not more. Do not need hospital, if you reach a town (even firelight) your pilot will take a pill antiradiation that in 1 hour remove the effect


- medium radiation effect (radiation sickness) 20-40% reduction
  Take pilots that must return o the town on foot or pilots that stay too much time in camps that don't have radiation protection (yes, buildings must have an antirad protection). You need hospital some days to cur this sickness

- hard radiation effect Radiation Contamination
  Take pilots that have radiation sickness not cured after 2-3 more contamination you reach this level: 60-80% activity reduction, serious probability to die until you reach the elmsfield hospital: the only hospital that can cure this

WHat about this proposal?
pweelg


Posted Feb 9, 2008, 10:08 am
Heh am i the only one that thinks Sam had long term mutations in mind (well not him personally ;) )

Something similar to the drugs with positive and negative effects

X grows a new eye in the back of his head +10 % to scouting ;)
Seiler


Posted Feb 9, 2008, 10:25 am
Perhaps it could migrate, a radiation cloud that could move around evan and effect whatever was in it's path, but something we could see, and make a decision to risk it or not...
*viKKing*


Posted Feb 9, 2008, 11:03 am
I'm supporting radiation bound to dark winds, randomly generated over country locations.
Meaning Somerset can be clear and Elmsfield experiencing it or none at all or both. That could be "announced" by auroras a few real days before.
There could be forecats reports with a risk of error in local marketplaces or taverns.
The fact we could with some risks run to Firelight without too much pirate threat is a good idea, i like a lot.

But I want to see vehicles armour bringing some protection (as long as it is not down to 0), based on the grade - and I'm an activist to turn the 'C' one more useful than it is now.

Dark winds could also be seconded with storms and strikes. And they could do damages to vehicles being hitten.

I also want Morgan to be a bit larger with a training center.

I've read comments about new travel roads - I had already suggested them to Sam a while ago -, the problem is that I'm not working enough on anything Darkwind related.
I am a bit disappointed by the reaction of people aboutthe radiation feature, after all it was announced weeks ago in both Dexter's and The Gazette...
darthspanky


Posted Feb 9, 2008, 12:17 pm
when it does come back perhaps new items can be used to help counter this sickness and weapon dammage perhaps inventers could create something to help adapting to the harsh environment?
ISHOULDCOCO


Posted Feb 9, 2008, 1:42 pm
*viKKing* said:

I am a bit disappointed by the reaction of people aboutthe radiation feature, after all it was announced weeks ago in both Dexter's and The Gazette...


I am too.

Same with drugs.

It is part of th vision of DW - therefore - I want it and I want to be part of it. I don't want to play a game where it is all about status and one-upmanship. In Evan we huddle together for protection not to get the big sword of envy !

I think the introduction of both radiation and drugs was the problem.
Players need to know that this is not a feature or a nerf - it it is the way the world is . They need full personal notice - if they are affected they should aleast recive an email update. And the actual introduction should be more gradual and players should have an intial way to avoid it - this can be token in effect but acknowledges the player.
Examples might be

Drugs - no effect on characters over age 24 or leadership 100 or  reduced effect for you gangs total medic skill or what ever.

Radiation  -  Inevitable but the microwave could have been turned up slower or made less deadly in certain circumstances

Expectation management

COCO
Mad Mike


Posted Feb 9, 2008, 1:59 pm
the big difference between drugs and radiation is the way it happened and the impact. drugs didnt really impact that hard. The radiation affects were immediate and wide spread. Jamming weapons really scared alot of people and alot were talking of quiting altogether.

a mild radiation sickness would work. jamming of weapons seems a bit much and is easily countered with shielding. wouldnt lasers already be shielded from their own magnetic field?

radiation is ok as long as it isnt a global killer and happen mildly unlike it did.
*viKKing*


Posted Feb 9, 2008, 2:08 pm
Quote:
Jamming weapons really scared alot of people and alot were talking of quiting altogether.

Maybe a malus to hit instead would have been better?

Jamming should be more likely to happen while dark winds are running. Of course, the jamming factor shouldn't be too high (up to 15%). Sand storms are really nasty for hardware.

This is also a direction I would like - personally - see the game heading, more options to protect your vehicle (dust filters, etc.), so they are somewhat different. And to set the production of such equipments in camps would be a good point. IMHO, of course.
*Toecutter*


Posted Feb 11, 2008, 2:09 am
bottom line guys is that if yer gonna implement a feature with only negative side effects you'd better at the same time come up with options for players to protect themselves other than just sitting out of game play for the day after they hear the "weather report" from green glowing members in the lobby :thinking:

also if we start cramming in alot of much need survival gear then then car caps might have to revamped otherwise you'll soon need a Buzzer just to carry a machinegun....
LunitaNesta


Posted Feb 11, 2008, 4:57 am
I would like to point out that radiation effects is a part of having a solar apocalypse. Radiation poisoning is something that people would have to live with. With that comes mutations and other things. It's a reality that we would have to live with if an apocalypse actually took place.

This was announced a while ago. So.......people are complaining why? :rolleyes:

I wanna glow green xD :P
tucano


Posted Feb 11, 2008, 6:20 pm
I should point out that a solar apocalypse produce UV light and not gamma radiation.

Then probably all people in Evan should have a melanoma.

UV light produce mutations in the DNA of course, but due to the low penetration of this rays, only in the first epitelial cells.

So a lot of tumors of the skin for all guys!

to build a model: imagine DNA as a serie of zero ( a string):

000000000000000000000000000000000000

Mutational Rate in normal cells (real) is 1/1.000.000 so each unit of time you have 1/1.000.000 probabilities to got a mutation i a random place of the string:

000001000000000000000000000000000000

Under solar effet the mutational rate can increase to 1/10.000 bases so after a solar storm your DNA:

000010000000100000010000000001000000

have more 1 (more mutations)

You can now use mutations in the string to have different mutation phenotype as:

00001000010000100001000010000100001

for example can be the mutation pattern of a big skin modification (LizardMan!)

To conclude: I am a bioinformatician have you notice that ? :)



*viKKing*


Posted Feb 11, 2008, 9:37 pm
Quote:
I should point out that a solar apocalypse produce UV light and not gamma radiation.

yeah, but the magnetosphere protecting from radiations went down too...  :rolleyes:


Quote:

To conclude: I am a bioinformatician have you notice that ?

A mutilated and partially burnt corpse was discovered years later below the floor of The Gazette's office in Somerset... it was never identified.  ;)

Thanks Tucano for that lesson. It leads to some interesting concepts.

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