Par
Contributor
Posts: 84
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Post by Par on Sept 29, 2014 22:51:01 GMT
My bio: buildstation.proboards.com/thread/42/character-bio-ulfrik-parrAs the bio states, Ulfrik has a higher resistance to drugs(medical and recreational, maybe some other chemicals) and to diseases. I don't know exactly how the new virology/chemistry systems will work, but Ulfrik should have some sort of resistance to them. Maybe chemicals affect him 25% less? 50%? Maybe viruses have a lesser chance to infect him? Maybe they just progress slower? Also, I don't know how hard this is to implement. If these character changes make the rounds less fun than they should be, or cause any other problems, I wouldn't mind at all for it to be removed. I wrote it with the intention of it being character background, not an actual in-game effect. However, if it does work out, I definitely wouldn't mind having it in-game.
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Post by Nullbear on Sept 29, 2014 22:57:16 GMT
Yeah i'm planning on implementing all these little querks in-game to the best of my ability. Whether as genetic traits, (They would persist through cloning. And could be caused by radiation/muckin with dna) Or buildup, Which would be reset when cloned, but would be related to the actual organs variables, rather than the dna.
For example someone wanted their face to be a darker skin tone, Since the head is itself considered an "organ" in my code, to do this i would just add an extra variable, telling it to be tanned more than the rest of the body. The more variety the better, Because it will eventually flesh out the character generator.
Post links to the Bio(s) of the characters you want in the first expedition, in the expedition thread. It was an announcement so it should be at the top of every board.
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