Chickenboy -> RE: Malaria (9/5/2009 3:42:10 PM)
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quote:
ORIGINAL: Sardaukar I don't want to ruin the game, that's my concern. Units were not rendered combat-inefficient by malaria, it just had quite an effect on any unit within malarial area. In perfect world, we'd have checks in code like: If in Malarial zone, add % chance for fatigue (per week for unit maybe?) (with max cap how high it can get from malaria only) If in Malarial zone, add % chance of disabled squads per day (again with max cap, I think max 20% of unit disabled from malaria only would be OK) This could be offset by having excess support squads, with or within HQ range or by base size. And by admin skill checks. Similarly, having less than required suppoert squads, should have detrimental effect on checks. What do you think? I am not in favour of bringing back draconian effects from WitP, but there should be some middle way. I'd be OK with something like this. The specifics (what % disabling effect malaria / tropical diseases provided) are less important to me than the idea that it should be there in some capacity. I disagree with the 'within HQ range' reduction, however. Having Percival within 9 hexes doesn't matter when you've got mosquitos crawling all over you, depositing Plasmodium sporozoites into your bloodstream.
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