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rpatto92@hotmail.com

Immune-system, System?

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Disclaimer: Before I even get started, I just want to say: whatever you thing it is it isn't. I'm going to discuss features and use phases/word commonly associated in a different context.

Intro:

wake up _ _ _ follow the white rabbit

I got this idea for this thread after reading a few threads related to random chance and probability based game mechanics. Its fair to say i ain't a fan of any chance based systems in games mainly because contradictory to the belief that most events can be predicted based on probability, chance systems in games tend not take in the variables present in reality, including ones we have no control over and those we can predict. Instead probability is simply a tool which we use to best guess the outcome of an event; in reality every action has an equal an opposite reaction, its simply a case of accounting for all of the action.

Before we get into the meat of the topic; I'd like just say that this is essentially the prototype for a system that could be utilized else-were in the game, to determine the out come of an interaction.

Immune-system, System: description

The cubicle across from you is empty..Go, now

Imagine this system a little like top trumps; if you know what they are: if a viruses "base impact" is higher than the players "base immunity" then the player becomes infected. Essentially infection is based on variables which can be impacted by the environment; so if you're already sick then you know if not to the exact number that your more than likely going to become infected. Judging from your overall condition you can estimate whether interacting with an infectious source will cause an infection; so its more predictable but not an exact science.

System Components: First off I'll describe the components

Right now, there's only one rule : Our way - or the highway.

Player Immune System:

Base Immunity: Essentially a figure that represents your immune system; with values that can range in the positive 100 points, down to negative -100 points. these values are determined by other factors like: blood, health, fatigue:(condition of your body/fitness), exhaustion:(rest level/sleep deprivation), hunger, thirst, diet:(overall food/liquid intake), injuries, sanitation, infections/diseases and temperature.

Base Anti-bodies: Basically as it is in reality your bodies defense system; this system is also made up factors like: blood, health, fatigue:(condition of your body/fitness), exhaustion:(rest level/sleep deprivation), hunger, thirst, diet:(overall food/liquid intake), injuries, sanitation, infections/diseases and temperature. Each factor is tired to its "base immunity" the overall value will determine your recovery rate.

Bacteria, Virus, Infections, Diseases:

Base Impact: Each condition has its own "base impact"generally less than 100 points; its "base impact" determines how easily it can be transmitted/contracted. "base impact" is determined by factors which establish the conditions strengths: blood, health, fatigue:(condition of your body/fitness), exhaustion:(rest level/sleep deprivation ), hunger, thirst, diet:(overall food/liquid intake), injuries, sanitation, infections/diseases and temperature.

Base Immunity: I think you get the picture; this will determine the infections immunity towards a players "anti-bodies"this system is also made up factors like: blood, health, fatigue:(condition of your body/fitness), exhaustion:(rest level/sleep deprivation), hunger, thirst, diet:(overall food/liquid intake), injuries, sanitation, infections/diseases and temperature. Each factor is tired to its "base impact"

Further detail:

Tumbling down the rabbit hole? Hmm?

Just to clarify the the forgone points system; is a representation of a factor: "base's" and "factor's" it won't be displayed figuratively or graphically but instead visually and audibly. Also points can not be altered, ranked, skilled to gain an advantage over an other player; its affected organically through interaction with the environment.

Base's could be adjusted without affecting individual factors; as "base" essentially represents the over all value and factors equal characteristics of a "base".

Condition Types:

This is your _last chance_. After this, there is no turning

back.....You take the blue pill, the story ends. You wake up

and belive...whatever you want to believe. You take the red

pill.....you stay in wonderland...and I show you just how

deep the rabbit hole goes.

Further more you could customize the traits of a condition by manipulating the factors; factors could be made up of one of three states: positive/negative points, positive and negative points and positive-negative plus a point multiplier.

Best example of this is: if a virus flourished in cold conditions and the player was also cold, then the virus would gain a multiplier for temperature, pushing up its overall base impact.

Sorry if this was a long read; I realise its a lot to take in and to wrap your head around. If you don't understand; all you need to know is that: player condition + strength of infection = infections success. In other words you can gauge your venerability to an infection based on the above factors.

Sophia Stewart

Edited by Rpatto92
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