- You play as some overmind type thing on the station. Your vision is limited to what your infected hosts can see
- One random crew member starts off infected. Infection is spread via touch without upgrades, and the virus is initially undetectable
- As you infect more crew members, you earn points that you can spend on new abilities/symptoms for your virus. Things like spraying contaminated blood everywhere on host death, adding symptoms to the virus, making it harder to detect, to even taking temporary control over a host. Loud and stealth are both options
- Virus wins by either infecting or killing a certain portion of the crew. Loses when all hosts are either cured or euthanized. Euthanization could make for some rather interesting interactions.
- Infected individuals are NOT antags, and will try to quarantine or treat themselves upon discovering that they are infected
Infection vectors
Aka how the virus spreads. You can go slow but silent, or quick and bloody. Might be able to have more than one, but at a high cost.
- Contact [default]: Spreads via what you touch. People and food you make contact with may carry the virus. People handing your corpse may contract the virus. slow speed, medium risk, extremely stealthy.
- Blood-borne: Any individual that ingests or touches the host's blood has a chance of carrying the virus. This includes blood trails on the ground. Very fast, high risk, not stealthy.
- Airborne: Being near the infected host with neither having internals has a chance of spreading the infection. Very slow, low risk, moderately stealthy.
Passive symptoms
These are your regular virus symptoms. Not a great deal different from virology. These are passive effects that occur continuously with no intervention from the overmind. The only limit to how many you can have active is how much you're willing to spend.
- Neurotoxin: Host will hallucinate periodically, with brain damage gradually accruing over time.
- Respiratory hemorrhaging: Host will cough up blood periodically, and be unable to breathe for short to moderate periods.
- Hemophilia: Host bleeds twice as much from injuries, and bleeds longer. Stealthy.
- Toxic metabolism: Host very slowly accumulates toxin damage over time. Stealthy.
- Macular Degeneration: Host's vision slowly gets foggier and foggier, resulting in eventual blindness
- Genetic Degradation: Host's DNA gradually mutates over time. Stealthy.
These are effects toggled on a single host like a wizard spell. Either they have very long cooldowns, or each use has a point cost.
- Infectious Cloud: Host releases a cloud of pathogen-loaded gas that has a high chance of spreading the virus on inhalation.
- Appendicitis: Host has an appendicitis episode that requires surgery to fix. Stealthy.
- Heart attack: Host takes continuous brute and respiratory damage until crit. Stealthy.
- Coma: Host falls unconscious for an extended period of time.
- Living Death: Host falls unconscious and appears dead to the naked eye.
- Mind control: Overmind briefly takes full control over the host.
These trigger on death. Only one can be active on a time.
- None [default]: Host just keels over when the symptoms do them in. Stealthy.
- Husking: Host becomes a husk on death, making them very difficult to clone.
- Gibbing: Host gibs on death, spraying infectious blood everywhere
- Infected Swarm: Infected rats burst forth from the host on death, carrying the disease with them
- Explosion: Host explodes on death. Not sure how big this would be.
- Combustion: Host catches fire on death.
- Zombification: Host's body will become an aggressive mob upon death, capable of spreading the virus.
I still have no idea how the cure should work. I want half the battle to be finding the cure, and the other half distributing it.
With a lot of new modes being pretty sophisticated (*cough*clockcult*cough*), I think it would be better to keep something like this relatively simple. Easy to pick up, hard to master.