exnihilo 0 Posted June 18, 2012 This is my expansion upon the current "temperature" mechanic.The "realism/authenticity" explanation:There is a new epidemic. It does not have a name. Those who contract it are merely referred to as the Infected. The Infected were once human. The remaining survivors are human. Being from the same species, the survivors are still vulnerable. The reason the survivors have not transitioned into rage filled monsters is due to their resistance. Overexposure to the infection may lead to undesirable effects, but not transformation into one of the Infected.The reason for this mechanic:There are a couple of actions performed by the players that may or may not be approved. Some of them share common qualities such as lurking in a specific area for a long period of time. For example, server hopping and farming loot from a high yield loot spawn. This mechanic will hopefully provide a possible idea or inspire other deterrents.How the mechanic works:-Areas that spawn loot increase your exposure rate to the infection (since all infected seem to hang out around loot it makes some sense?). The specifics of the area would be up to the developers to decide.-Military loot spawns have higher exposure rate. (If I remember correctly, military areas usually have dead bodies plus Infected. This increases the exposure rate) All other loot spawns would be lower and can vary from location to location. The specifics of exposure rate would be up to developers to decide.-Exposure rate can decrease normally, but only if it hasn't passed the exposure limit. In the simplest example I can describe, from an exposure rate of 1 to 3, one being "healthy" and three being "unhealthy," exposure rate will decrease when away from exposure areas only if the exposure rate is less than 2. Once an individual reaches an exposure rate of 2, exposure rate does not decrease. Military loot spawns will easily increase exposure rate up to the exposure limit, or in this case "2."-To decrease the exposure rate after reaching the exposure limit, a rare item would be needed. Antibiotics could work or a new item can be implemented. The specifics of this item would be up to developers.-The side effects of increasing the exposure rate is what I'm not sure about. What side effects should occur? Something already implemented such as blood loss, unsteady hands, slowed speed, occasionally passing out, heavy breathing? Something new? When should individuals start experiencing these symptoms? Should individuals die if they reach the maximum exposure rate?Final note:My plan was to balance the rate/area/effects so that one clean run through a military loot spawn on one server would be more beneficial than farming multiple servers.Feel free to leave suggestions or hate. Share this post Link to post Share on other sites