» Thu Sep 09, 2010 12:26 am
The problem with implementing diseases is that if you make them strong enough to warrant remedial action upon acquiring one you also have to include a mechanic for curing them or people will just reload upon acquiring one, and if you don't then they get ignored until they accumulate to the point of needing attention which then requires multiple cures (or one cure that's a pain in the ass, such as Vampirism in Oblivion) or a reload.
Either way there's not all that much to be gained by including them.
I don't particularly care for the ones in Oblivion, but they make sense given the setting and aren't crippling if you get one so I make sure all my characters have a Cure Disease spell on hand just in case (the fact I need to carry a disease cure for 'just in case' is mildly annoying, but I don't really mind too much).
One thing I would like to see is an 'improvement' in the way Poison works, since unless you fight 3-4 Albino Radscorps at once you'll never take enough Poison damage to really matter. In FO1 and 2 getting Poisoned was a big deal, since you took heavy DoT from it until it wore off unless you happened to find a vial of Antidote and those were fairly rare. Critters that did Poison damage tended to not do much physical damage in trade, but if you took on a pack of Centaurs without either Antidote or Super Stims (for fast-healing the DoTs) you could easily take well over 300 Poison damage in short order which just might kill you depending on your level. While there was very little Poison Resistance to be had (the perk Tastes Like Chicken granted +25% for one), the use of the Armor Class mechanic meant that with better armor the critters tended to miss a lot which kept the damage down.
In FO3 terms what I would do is add additional Poison resistance to the various armors and increase the amount of damage poisons deal (base damage on the Dart Gun would need to be lowered to compensate...) while decreasing the non-Poison damage accordingly to keep fighting Poison-users from becoming a death sentence.
A similar mechanic I would reinstate is how Radiation damage worked in FO1 and 2. In those games you didn't suffer any adverse effects up front, however if you didn't cure it quickly it started having progressively more debilitating effects the longer it remained until it killed you, depending on what stage of rad poisoning you had. There was no Infirmary so you needed either a supply of Rad-Away or a (fairly expensive) doctor visit to get rid of it and Rad-Away had a flat level of efficacy rather than FO3's scaling values, so a high level of contamination was not to be taken lightly and could/would even kill you if you didn't deal with it.