In my other thread, which wasn’t all that well received by the people with da power of coding and merging another interesting idea came about:
[quote=“Sean Mirrsen, post:34, topic:5561”]I think what we need is actual weather. Something you can see on the overmap. Cloud cover, thunderstorms, fog, high winds, acid rain, dustclouds, radioactive dustclouds, acid fog (can’t breathe unless inside or face covered), and ion storms.
I think this is a list of weather effects we could have. Arrows depict weather conditions that may naturally segue into each other.
Clear - regular sunlight.
Sunny - intense sunlight.
Cloudy - weak sunlight.
->Drizzle - light rain
–>Rain - regular rain
–>Heavy Clouds - dark sky.
—>Downpour - heavy rain, sewers flooded.
—>Thunderstorm - dark sky, occasional rumbles of thunder sending hearing-guided critters in a random off-map direction.
---->Lightning storm - dark sky, occasional flashes of light revealing everything as daylight for 1 turn, followed by rolling thunder confusing hearing-guided critters.
---->Ion Storm - dark sky, frequent weaker flashes of light with constant low rumble of thunder, any and all electric devices cannot be used.
->Acidic drizzle - light damage to bodyparts not covered by clothing.
–>Acid rain - moderate damage to bodyparts not covered by clothing, damage to non-resistant clothing.
—>Acidic downpour - severe damage unless fully covered by watertight clothing, damage to non-resistant clothing, sewers flooded with acid.
High winds - projectiles suffer more spread. Lightweight items outside may be randomly moved.
->Dust storm - limited visibility, chance to be blinded and take permanent eye damage if outside without eyewear.
–>Radioactive duststorm - limited visibility, chance to be blinded and take permanent eye damage if outside without eyewear, heavy irradiation outside.
Fog - limited visibility
->Acid fog - limited visibility, damage to open skin equivalent to acid drizzle, pain and damage to torso(lungs) if mouth not covered.
–>Radioactive fog - limited visibility, heavy irradiation if outside.
These things should all roam the overmap as procedurally generated fields, appearing, disappearing, and changing randomly (with an underlying system of course), for instance have a list of things a given weather area can do every update tick (which can be once every 10 turns, or every 100) - increase intensity, decrease intensity, move as a whole by one overmap tile, move some of its components by one overmap tile (all according to some wind variables), etc, etc. We already have the roaming hordes - reuse the principle and make the debug “show hordes” command into an overmap “describe weather” command, and I think this could work quite well.[/quote]
I would have suggested a new building, for example a landfill, with a localized cloud of flesheating bacteria. Someone was actually dumb enough to throw the canister labeled “biohazard” into the trash… The only way to get in there for some valuable loot someone else has thrown away you would have to use a cleansuit treated with antibiotics or somehow else made repelling to the nasty stuff. It will protect you as long as its condition is normal or reinforced. Don’t let any big buggers like wolves or so hit you! The suit is very delicate and if it gets punctured you will get the “being gnawed on by germs” condition which will travel from on limb to the other and kill you unless you take loads and loads of antibiotics. (details subject to change hopefully by people who have a better idea how flesh eating bacteria clouds around landfills in a post-apocalyptic setting work)
Discuss. Criticize. Add more stuff!