Space Sickness and Crew Injuries

General discussion about the game.
Al_Ka_Pwn
Posts: 15
Joined: Sun Jun 24, 2012 3:26 am

Space Sickness and Crew Injuries

Post by Al_Ka_Pwn »

As it is the interaction between the crew and the medibay is kind of shallow. The most you can do is stick them in there for a few, and each upgrade just makes the process a little quicker. Except for a few limited extra options during events there really isn't a terribly good reason to upgrade the medbay.

What if we could add a little bit more necessity to the medbay by making it so that your crew members can get injuries that give them status effects that last through several jumps, and that go away quicker with a better medbay. For instance if a character takes enough damage from the vacuum of space maybe there should be a depressurization lung that makes them take more damage from lack of oxygen until it's healed. Or things like broken arms that make them less effective in combat, or concussions that lower all their stats.

Also taking a page from the comments of Mordin from the Mass Effect series, having your crew members interact with so many dirty pirates and different species is bound to cause a few diseases. Things like perhaps Rock Joint disease for Rockmen that causes them to get stuck in place for a few minutes, pheromone infection for Mantis that causes 2 mantis in the same room to fight each other. Engi virus that causes them to damage things they try to repair, or Slugman slimeliosis that causes their slime to dry up and for them to move slower. Things like that perchance, that way upgrading the medbay to deal with, catch these and diagnose them would make medbay upgrades worth having and increase the depth the medbay offers.
Calvinbah
Posts: 14
Joined: Mon Jul 23, 2012 7:14 pm

Re: Space Sickness and Crew Injuries

Post by Calvinbah »

I really really like and support this idea. Although more than likely it'll be released after the full game comes out but If It did; that would be cool and open up another portion of the crew management that would make the game more fun or more frustrating which can still be really fun.
Paul
Posts: 67
Joined: Wed May 09, 2012 2:51 pm

Re: Space Sickness and Crew Injuries

Post by Paul »

If this feature was added to the game, then there should be a "dirty bomb" weapon. 1 missile, low breach chance and on successful hit gives diseases to all enemies in that room. could be effective strategy for repelling boarders, too.

Obviously the diseases could require a lot of balancing- from the current situation where two mantis are good for boarding, disease of one or both could effectively kill both!
Justin
Site Admin
Posts: 259
Joined: Thu Apr 19, 2012 9:52 am

Re: Space Sickness and Crew Injuries

Post by Justin »

That's why I loved working on this game early on, there are so many directions you could take it. Stuff like this and inventories and equipment for crew could totally work and sound amazing.


That being said, we are trying to keep the game as streamlined as possible. Complex ideas like these will have to wait for someone else to revisit this core game concept. Or a sequel, if we do one.
If you're having hull problems, I feel bad for you son. I've got 99 problems but a breach ain't one.
Paul
Posts: 67
Joined: Wed May 09, 2012 2:51 pm

Re: Space Sickness and Crew Injuries

Post by Paul »

Or as official DLC, after release, with bonus events, including diseases, more playable ships, extra races, free for kickstarters like me, or for a couple of £'s (or is that taking it a bit far?)
xeranes
Posts: 30
Joined: Thu Jun 21, 2012 4:55 pm

Re: Space Sickness and Crew Injuries

Post by xeranes »

One thing I have always wanted was "spacing", when a crewmember (or enemy boarder) is sucked out of a hullbreach or airlock! Decompressing a room doesn't have the "whoosh" factor yet, at least a nice visual air rushing out effect would be nice!
I... I think I just broke the game...
mikelauren
Posts: 1
Joined: Sat Jul 28, 2012 10:58 am

Re: Space Sickness and Crew Injuries

Post by mikelauren »

This is really hard to understand that space sickness also had an impact on humans...
angelocire
Posts: 44
Joined: Mon Jul 02, 2012 8:09 am

Re: Space Sickness and Crew Injuries

Post by angelocire »

xeranes wrote:One thing I have always wanted was "spacing", when a crewmember (or enemy boarder) is sucked out of a hullbreach or airlock! Decompressing a room doesn't have the "whoosh" factor yet, at least a nice visual air rushing out effect would be nice!
It'd be too easy unless enemy AI also used it. Half the time on the Federation Cruiser I have enemies teleport into the rear airlock rooms.
xeranes
Posts: 30
Joined: Thu Jun 21, 2012 4:55 pm

Re: Space Sickness and Crew Injuries

Post by xeranes »

angelocire wrote:
xeranes wrote:One thing I have always wanted was "spacing", when a crewmember (or enemy boarder) is sucked out of a hullbreach or airlock! Decompressing a room doesn't have the "whoosh" factor yet, at least a nice visual air rushing out effect would be nice!
It'd be too easy unless enemy AI also used it. Half the time on the Federation Cruiser I have enemies teleport into the rear airlock rooms.

Theoretically they could hold on to something while it decompresses, unless someone were to *ehhem* push them out!


I would just love to see the frozen bodies of some boarders i just killed floating off into space, perhaps you could dispose of their bodies out of an airlock :twisted:
I... I think I just broke the game...
angelocire
Posts: 44
Joined: Mon Jul 02, 2012 8:09 am

Re: Space Sickness and Crew Injuries

Post by angelocire »

mikelauren wrote:This is really hard to understand that space sickness also had an impact on humans...
It's feasible. If an anaerobic microbe could survive at our body temperatures, it could easily cause your immune system to flip out.

You know what would make an interesting weapon/ scenario to defend against? A von Neumann device.
Post Reply