Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Early onset symptoms for drug OD. #1291

Closed
kevingranade opened this issue May 30, 2013 · 13 comments

Comments

Projects
None yet
8 participants
@kevingranade
Copy link
Member

commented May 30, 2013

Currently you have 0 warning before a death from drug overdose occurs, which as has been pointed out in http://www.cataclysmdda.com/smf/index.php?topic=390.30 this is both unrealistic and confusing.
Add various early-onset indicators and symptoms for various drugs, not so much to get people to back off, as it's often too late, but for a less confusing experience and possibly to educate players about the dangers of drugs with near-misses.

Want to back this issue? Post a bounty on it! We accept bounties via Bountysource.

@jvarnes

This comment has been minimized.

Copy link

commented May 30, 2013

As well as a teaching aid for future play throughs. :)

Also as suggested prescription drug item descriptions might contain a recommended dosage in the way real world medicines have warning labels (for example: "Dosage not to exceed 2 pills in a 24 period").

@kevingranade

This comment has been minimized.

Copy link
Member Author

commented May 30, 2013

Oh yea, meant to add that too, but forgot, thanks.

@alex-gh

This comment has been minimized.

Copy link
Contributor

commented May 30, 2013

Could one do this by treating the "duration" argument of add_disease as drug concentration in the blood?

I'd probably implement that by defining a certain overdose threshold for each drug. If you are over this threshold you have a high chance to receive a symptom message (chance dependent on how much you overdosed) and a low chance of instant death (also scaled by how much you overdosed).

This way you could get lucky and survive a overdose (while receiving lots of symptom messages) or get unlucky and die from a overdose relatively quickly.

@KA101

This comment has been minimized.

Copy link
Contributor

commented May 31, 2013

Aspirin probably has dosage instructions on the bottle too. I'd suggest picking whatever stat is considered "typical human"--I'd guess 8 but haven't seen that set in canon--and writing the pill directions with that ST in mind.

@kevingranade

This comment has been minimized.

Copy link
Member Author

commented Nov 27, 2016

I consider this a ui bug. unless it's supplanted with another solution to the same problem I'd like it to stay open.

@SpencerMichaels

This comment has been minimized.

Copy link
Contributor

commented Dec 2, 2017

I can try to implement this, but I'm not sure what the consensus is on a few points.

  • What kinds of warnings are preferred? Should they be textual warnings only, or actual status effects?
  • What level of stim is considered "high but still normal", i.e. when should the warnings start? Right now death occurs at +250 and -200 respectively (or 240 for painkiller level).
  • Where should these checks be placed? player::suffer(), where Chemical Imbalance and addiction checks occur? player::check_needs_extremes, where the "your heart stops" check occurs?

For effects at both extremes of the stim spectrum, my cursory research produced the following, possibly all of which can stack as things get more serious.
* Stimulants: feeling cold -> shaking -> hypervigilance/paranoia -> hallucinations
* Painkillers: sleepy -> dizzy -> winded -> blackouts/fainting

@Night-Pryanik

This comment has been minimized.

Copy link
Member

commented Dec 2, 2017

What kinds of warnings are preferred? Should they be textual warnings only, or actual status effects?

Both.

What level of stim is considered "high but still normal", i.e. when should the warnings start? Right now death occurs at +250 and -200 respectively (or 240 for painkiller level).

I'd say +75/-60 for stim and 130 for pkill.

@kevingranade

This comment has been minimized.

Copy link
Member Author

commented Dec 2, 2017

To put it another way, the minimum needed for 0.D is messages, in order to let people know that it's dangerous.
A nice to have is intermediate symptoms that cover a wider range of symptoms.

As for levels, functionally there are a few:

  • symptoms for "higher than recomnended dosage"
    • give early warning that multiple doses have consequences
    • can be cosmetic or low impact
  • symptoms for very high dosage
    • reinforce that high doses are dangerous
    • should have noticeable impact
  • symptoms that occur before death.
    • final warning before death
    • should be nearly incapacitating
@SpencerMichaels

This comment has been minimized.

Copy link
Contributor

commented Dec 6, 2017

Here's another thought: should examining medications that can kill you display an automatically-generated "maximum safe doses" line in the interface? You could just take e.g. floor(STIM_LEVEL_THAT_KILLS_YOU / stim), and it would make sense that meds would be labeled with that information in the game world.

@Night-Pryanik

This comment has been minimized.

Copy link
Member

commented Dec 6, 2017

Character shouldn't know how much stim he has at the moment.

@SpencerMichaels

This comment has been minimized.

Copy link
Contributor

commented Dec 6, 2017

@kevingranade

This comment has been minimized.

Copy link
Member Author

commented Dec 7, 2017

@Zireael07

This comment has been minimized.

Copy link
Contributor

commented Dec 7, 2017

Display max dosage then (= dosage for the first level of messages outlined in the PR)?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.