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Add mutation to remove healing during sleep. #23294

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merged 2 commits into from Apr 3, 2018

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Vasyan2006
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This mutation reduces healing_resting value by 0.01 and removes default character ability to regenerate during sleep.
As sleeping is the main healing source at the beginning of the game it can be considered as optional difficulty setting.
This mutation is not included in regeneration-weakening group, so character with this mutation and fast healing will receive additional healing during sleep, but its value will be reduced.

Mutation name, points cost and description are not final and should be discussed.

@Coolthulhu
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This mutation is a much stronger variant of Slow Healing. It should either evolve from Slow Healing, or require Fast Healing, depending on what's the intent.
Or possibly evolve from Fast Healing, kill sleep healing totally, but grant more waking healing.

Or, if it is supposed to be optional, it should be neither "valid" nor "purifiable". Those flags mark it as a mutation that can be acquired and removed during normal play, not just at character generation.

"type" : "mutation",
"id" : "NO_HEALING_RESTING",
"name" : "Lost resting healing",
"points" : -2,
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Points should probably be much more than 2 - this mutation would make the game way harder.

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As I see this is more a ballance issue, because in the midgame characters have a lot of unused medicine. Even in the beginning of the game I can sleep till the morning instead of using first aid kit. So I made this mutation for my personal tastes. Should it have more variations, like below?

  • SLOWHEALER, -2 pts, -0.0025 healing (-25% healing from resting) (default)
  • SLOWHEALER2, -4 pts, -0.005 healing (-50% healing from resting)
  • SLOWHEALER3, -6 pts, -0.009 healing (-90% healing from resting)
  • SLOWHEALER4, -8 pts, -0.01 healing (-100% healing from resting)

All of them will be available from the start, and not valid for random mutations.

@Coolthulhu
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No need to split it up into so many mutations, two would be fine:

  • First one significantly slows down all rest healing (-50% or more). This would mean having to rest more than one day after getting hurt.
  • Second one disables healing and requires meds

The difference between healing taking weeks and healing not happening at all would be mostly cosmetic.

Alternatively, you could have the second mutation disable "baseline" healing and make all healing require having high "healthy" stat. This would be pretty good because it would make those characters really care about their health (or ignore it and use meds to heal all wounds).

The no-heal mutations should not happen randomly, though. Anything that cuts healing rate by more than 75% should only happen after crossing a threshold for a good mutation tree (alpha, medical, elf).

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I would also suggest reviewing the other sleep related mutations and see what relationships this mutation would have (ie, what cancels what, what can stack with another, what builds upon [changes_to:]).

},{
"type" : "mutation",
"id" : "NO_HEALING_RESTING",
"name" : "Lost resting healing",
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Suggest [Obstructive] [Sleep Apnea/Hyponea] as this is a major disorder that can affect homeostasis and rejuvenation.

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Being totally unable to heal any wounds at all without artificial substances is well beyond anything that could be caused by low quality of sleep.
Plus, low quality of sleep would probably cause sleep to last longer, while the mutation here doesn't really affect length of sleep.

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Unless you're going to get into some rare extreme disorder, then I believe Hypopnea offers a pretty good broad naming convention here. So following @Vasyan2006 suggestions for levels: Hypopnea -> Apnea -> Extreme Apnea. Or even more specific: Hypopnea -> Obstructive Hypopnea -> Central Hypopnea -> Apnea (person should probably losing slight HP when sleeping) -> Extreme Apnea (person should probably be losing HP when sleeping).

And it does not increase length of sleep, in fact, it's more frequent, less restful fits of sleep. So basically an average person sleeps for 8 hours straight, wakes up rested. Person suffering hypopnea will sleep for 3-4 hours, wake up feeling extremely tired and fatigued for period of time, try to sleep again for 3-4 hours, and repeat cycle. So they do not sleep longer, but they do sleep more frequently and not because they "need to", but when you feel tired and sleepy, you generally want to sleep/nap. So increased frequency, but not duration. In fact, increased durations generally leads to death because they are going longer and longer without oxygen.

This is another reason why I suggested @Vasyan2006 looks at developing relationships with other sleep mutations (cancels, changes_to, etc).

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Unless you're going to get into some rare extreme disorder, then I believe Hypopnea offers a pretty good broad naming convention here.

That's also a problem: it's too broad and implies more than we need.
For example, that 3-4 hour thing and dependency on oxygen.

And it does not increase length of sleep, in fact, it's more frequent, less restful fits of sleep.

Mechanics of sleep:

  • Character accumulates 1 point of tiredness per some time (I think 30 minutes), unless asleep
  • Sleeping character "cures" 1 point of tiredness per some shorter time (I think 5 minutes)
  • Character who sleeps longer gets a boost to that rest speed, up to 200% at 8 hours

End result: character who wakes up every 4 hours needs to sleep longer, ie. total length of sleep is increased.

Not to mention that it would be just plain annoying to players to require restarting sleep multiple times in the night.

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The suggested symptoms don't match any actual disorder, so I'm also against naming it after one.
If the goal is specific game effects (making healing difficult), then I'd prefer the naming to reflect that game effect.

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The suggested symptoms don't match any actual disorder, so I'm also against naming it after one.
If the goal is specific game effects (making healing difficult), then I'd prefer the naming to reflect that game effect.

Those symptoms are for more generalized sleep apnea, as the terms are basically interchangeable

Hypopnea is defined by some to be less severe than apnea (the complete cessation of breathing), while other researchers have discovered hypopnea to have a "similar if not indistinguishable impact" on the negative outcomes of sleep breathing disorders.

Symptoms for Hypopnea/Sleep Apnea:

Loud snoring, which is usually more prominent in obstructive sleep apnea
Episodes of breathing cessation during sleep witnessed by another person
Abrupt awakenings accompanied by shortness of breath, which more likely indicates central sleep apnea
Awakening with a dry mouth or sore throat
Morning headache
Difficulty staying asleep (insomnia)
Excessive daytime sleepiness (hypersomnia)
Attention problems
Irritability

Other complications (OSA = Obstructive Sleep Apnea):

excessive daytime sleepiness (EDS), impaired alertness, and vision problems. OSA may increase risk for driving accidents and work-related accidents. If OSA is not treated, people are at increased risk of other health problems, such as diabetes. Death could occur from untreated OSA due to lack of oxygen to the body.
Due to the disruption in daytime cognitive state, behavioral effects may be present. These can include moodiness, belligerence, as well as a decrease in attentiveness and energy. These effects may become intractable, leading to depression.
There is evidence that the risk of diabetes among those with moderate or severe sleep apnea is higher. There is increasing evidence that sleep apnea may lead to liver function impairment, particularly fatty liver diseases (see steatosis). Finally, because there are many factors that could lead to some of the effects previously listed, some people are not aware that they have sleep apnea and are either misdiagnosed or ignore the symptoms altogether.

And in terms of harming a sleeping survivor [emphasis mine]:

However, no CO2 is removed during apnea. The partial pressure of CO2 in the airspace of the lungs will quickly equilibrate with that of the blood. As the blood is loaded with CO2 from the metabolism, more and more CO2 will accumulate and eventually displace oxygen and other gases from the airspace. CO2 will also accumulate in the tissues of the body, resulting in respiratory acidosis.

"starting_trait" : true,
"valid" : true,
"purifiable": true,
"description" : "Your default ability to regenerate during resting was lost.",
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Suggest For whatever reason, you never seem to sleep deeply or effectively. Sleeping will not heal lost HP.

Second sentence is uniform from slowhealer description to maintain conformity.

@Vasyan2006
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Change mutations names, effects and descriptions (names and descriptions are still need improvement).

In addition to "slow healer" with 75% sleep healing they provide 33% and 10%. 10% is 0.6 hp/hour or 4.6 hp from 8 hours of sleeping. This is most realistic value INHO, as small wounds can recover completely till the next day, but for heavy wounds it will require to wait for weeks without additional remedies.

Both of them available from the start and neither valid nor purifiable, as their initial aim was to be additional difficulty settings.

They can be selected with "fast healer" trait at the start (questionable, but "fast healer" can be improved or lost during game), and player can get "fast healer" and following "regeneration" from mutagens. It will particulary compensate negative effects.
"Weakening" and "disintegration" will damage character without ability to mitigate their effect by staying in bed and doing nothing.

"Less sleep", "sleepy" and other sleep-time related traits do not interfere directly, but exchange even more important health recovery for more time to find/craft medicine (or take even more damage).

More detailed relation between healing rate, sleeping quality and hidden health value require much more complex balancing and not supposed to be done by this PR.

At the all I suppose it will add more "survival" to the game by removing free hp every night (and will be completely optional, so nobody will complain).

@ZhilkinSerg ZhilkinSerg added <Enhancement / Feature> New features, or enhancements on existing [JSON] Changes (can be) made in JSON Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies labels Apr 2, 2018
@kevingranade kevingranade merged commit 66d6559 into CleverRaven:master Apr 3, 2018
@Vasyan2006 Vasyan2006 deleted the no_healing_resting branch April 10, 2018 20:12
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