# Virology - **HEAVILY WIP** ## Intro - Virology right now is boring as hell - Nerfed into the ground due to powergame, never recovered - Virology will be heavily RNG (weighted, ofcourse) - Draft aims for longer-term virology play instead of making quick and dirty instant heal/kill viruses ## Spread - Direct: Injection into blood. All viruses have this. - Airbourne: Atmospherics floodfill for vulnerable (non internals) people around - Contact: Upon brushiing against or hugging or otherwise touching a mob, try to infect them - Prevented by full permeability - **Colonization**: Colonize objects on cough/sneeze/contact - Wash off with cleaner/water/soap. - Prevented by gloves on contact - **For colonization + airbourne, colonizing a mob will slowly penetrate regardless unless they wash themselves off, or have bio-impermeable gear.** - Non-contact infection colonization will **only infect if the mob takes enough injury to bleed, and then touches the thing.** - Simulates going through open wounds. - Strengths: Transmitivity determines chance of infection, colonization determines strength of colonization - Infection chance begins low - Raises sharply with multiple attempts to infect in a short period of time - For colonization, colonized items work the same way. Staying in contact with them for too long will be bad. ## Symptoms, Stages - Symptoms suppressed by spaceacillin - High severity/stage speed penetrates this, allowing symptoms to work with a reduced severity - Symptoms get more severe/obvious as stages increase - Some symptoms work from infection, others happen in late stages - Mixing symptoms will still be a thing - symptoms give stat +'s and -'s. - More varied symptoms - Metabolic stress interaction - Your virus healing you but increasing stress, etc - For healviruses, longer term and stressful symbiont-like repair that increases metabolic stress a lot - Overly powerful healviruses may increase metabolic stress past safe levels - Viruses should get less powerful as stress increases, to avoid cobbychem-like "my healvirus just killed someone because they got shot three times instead of two", so they will not be as effective but also won't literally kill people - Rework metabolic stress - It'll be used in nanites too. ## Stats - Transmitivity: How easy it is to directly transmit, or for colonies to transmit into people touching them - High transmitivity allows for airbourne without sneezing - Colonization: How strong and long lasting its colonies are - Severity: Symptom severity - Stealth: How easy it is to detect - High stealth cough will only sometimes display the message **to other mobs** - the victim doesn't know they're coughing - Speed: How fast it reaches full severity - Resistance: Resistance to immunity - **Tweaking base stats independently of symptoms** - Should be nearly impossible to get a "perfect" virus - as some stats go up, others go down - Alternatively, go full Plague Inc with it and have symptoms mutate sideways/up/down/etc and determine all stats - Opposing stats: - Stealth vs Severity - Severity vs Transmitivity - Resistance vs Speed - Healviruses, and powerful healviruses should be possible - Should take time to get good stats on healviruses. - High stealth viruses won't be scannable by health analyzers - Low stealth viruses will be scannable by name if identified, but will only display approximate stage and other datas - Specialized machinery in virology can isolate a sample directly and analyze full data ## Contention - Multiple viruses can infect one person - They'll fight each other for resources, eventually killing each other - **This does not provide immunity in the future, unlike now.** - Partially suppresses each others' strength - Stacking viruses makes it more obnoxious to cure them in a timely manner, but won't make them much more lethal ## Curing - Curing is no longer done by a chemical basis only - Suppress symptoms with the unique, analyzed chemicals required for a virus, keeping someone alive while vastly boosting their immunity gain. ### Immunity - Immunity is gained when harmful virus symptoms act, representing your body fighting back - Upon 50-75% immunity, bad symptoms start to wane - Immunity increase deermined by resistance - Good symptoms are immune to this - Their virus will still be eradicated when immunity reaches full, but until then, they'll keep acting - Viruses with no non-neutered bad symptoms will not ever reach 100% immunity. - Antiboies generated upon full immunity ### Antibodies - Antibodies can be extracted and replicated from a mob with full immunity to a virus - Partial antibodies can be extracted at certain thresholds, helping *suppress* a virus without curing it - Antibodies won't immediately cure, instead massively boosting immunity gain (like, within a minute or two at most) - Viruses have a "likeness index" - Alike viruses someone is immune to gain immunity at a vastly increased rate. ## Machinery - Split from current "one machine" system - Inspired from bay - Antibody replicator - Extracts antibodies from a sample and replicates them, for when a virus is cured - Disease Isolator - Extracts a disease from a blood sample, revealing all of its properties - Potentially store metadata so extracting an early-stage disease won't reveal everything - Gene splicer - Injects virus genes into virus samples. Can also bombard a virus with radiation, causing mutations in active symptoms, sometimes developing new symptoms in a tree, changing base stats, etc - Viral splitter - Splits a virus sample into multiple gene samples - Viral replicator - Replicates a virus sample. - *Maybe combine these into just `Virus Replicator`, `Virus Analyzer`, `Virus Manipulator` (get some better names) so we don't have 4-5 machines* - Combination virus/antibody replicator/grower - Combination virus splitter + splicer - Combination isolator + used for analysis - Virology starts with some basic disease samples ## Extra - Dead mobs slowly contaminating - Infected meat causing viruses when eaten raw? - These should be very weak viruses, we don't want a monkey in the halls to let out the bubonic plague - Make monkies needed for research? - To make this less CBT, maybe only make very high level symptoms require this - Not "required" but you won't see stats + effects until this is done and you isolate a 100% stage virus? - TBD - A "pre activation injector" in viro that can only be used within range to a virus machine - When injected, goes to 100% within a minute - Makes curing way, way faster too - That said, **if the monkey then infects someone, uh, GG, that's now a normal virus that's going to be normal cure difficulty** - RIP you - Better wear proper gear :) - Synthetics - We don't really want them virus-vulnerable - 50% shitpost 50% serious: What if we made them incubators that get infected easily with no effects? They emit heat and just become walking petri dishes - "And here's how I got killed by the CMO for walking into medbay" - Random viruses from dirty areas - **Very weak, nuisences** - Random minor stat changes per mob, to simulate subtly different body responses - Sometimes the flu/cold would be an issue.