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[DISEASE IDEA] Chaota Virus
27-04-2014, 10:43 PM (This post was last modified: 28-04-2014 12:08 AM by derborgus3333.)
Post: #1
[DISEASE IDEA] Chaota Virus
Here's an idea for a virus:
Chaota Virus, with several custom abilities, as well as all the normal virus abilities.

CONS
Devolution is extremely expensive
The disease has aggressive (and therefore very noticeable) tactics
The disease is scary, prompting fast research speed.
Most of it's symptoms are very severe, causing faster disease discovery.
Disease often kills faster than it spreads.

PROS
Many special abilities that counter the above faults (for a hefty price).
Disease can still thrive even after the cure is deployed.
Unique "Active" abilities that cost less to activate when you have bought them at least once.

TRANSMISSION
Viral Dormancy: Virus goes into a dormant state, evading detection by host, decreasing future research speed and increasing infectivity

Viral Bonding: Virus binds to dead skin cells when they are shed from the host, increasing infectivity, especially in dry environments.
Precursors: Viral Dormancy

Genetic Mimicry: Virus disguises itself as a friendly biomolecule, increasing infectivity and making the virus harder to spot.
Precursors: Viral Bonding

Viral Overclocking: Virus often goes into a frenzy, producing more of itself and frequently making cloning mistakes. Increases infectivity and mutation

SYMPTOMS
Skin Flaking: Virus consumes host skin oils, making skin flake. When couple with Viral Bonding, significantly increases infectivity.
Precursors: Rash

Triggered Toxin Secretion: Virus bonds to organ tissue. When the virus is cured, instead of the host reverting to healthy, have a slight chance of dying.
Precursors: Coma OR Total Organ Failure, AND Viral Bonding

Corpse Bloating: Corpses rot at a high rate, producing poison gas. Increases infectivity and rate of death in countries with lots of corpses, regardless of cure state.
Precursors: Explosive Host Death

Explosive Host Death: The virus slowly replaces the host cells, causing host to rot while still alive, eventually rupturing with an explosive ejection of infected material. Significantly increases lethality and infectivity.
Precursors: Retroviral Plague

Tendon Degradation: Tendons and ligaments atrophy, causing extremities to fall off.
Increases infectivity and can be lethal.
Precursors: Inflammation

Serotonin Fluctuation: Unstabilizes host micro biome, resulting in depression and low bone density. When coupled with other symptoms, can be fatal.
Precursors: Insomnia

Induced Hypothermia: Lowers body temperature of host, increasing infectivity in hot countries and lethality in cold ones.
Precursors: Fever

Hemorrhagic Fever: Causes excessive internal and external bleeding. Increases infectivity if "Blood 1" is unlocked. Can be lethal.
Precursors: Fever OR Hemophilia

Bacterial Agression: Virus destroys entire host micro biome, making host susceptible to other illnesses and causes severe chemical imbalance in the host. Can cause death.
Precursors: Serotonin Fluctuation

Retroviral Plague: Virus incorporates itself into host DNA. Makes the disease harder to spot and causes mutations. When the virus is cured while inside a host, it corrupts host DNA, resulting in rapid death.
Precursors: Triggered Toxin Secretion

ABILITIES
Post-Mortem Gene Fragmentation: When a virus dies, it's DNA fragments, decreasing current research when a country is destroyed.

Viral Suicide: Virus becomes sensitive to lab environments, causing rapid laboratory death. Decreases future research speed significantly.
Precursors: Post-Mortem Gene Fragmentation

Genetic Pliability 1: Decreases cost of devolving abilities.

Genetic Pliability 2: Significantly decreases cost of devolving abilities.
Precursors: Genetic Pliability 1

Genetic Pliability 3: Negates cost of devolving abilities.
Precursors: Genetic Pliability 2

Genetic Pliability 4: Allows positive devolve refunds.
Precursors: Genetic Pliability 3

False Cure: Virus evolves to thrive inside cure, significantly increasing infectivity while cure is being deployed.
Precursors: Viral Suicide

Genetic Uncoupling [Active Ability]: Causes a random mutation, and decreases current research.

Viral Acidity [Active Ability]: Causes increase in acidity of the virus' secretions. Temporarily increases lethality and temporarily slows research.

Aided Oxidization [Active Ability]: Virus oxidizes metal, including coinage and machinery, resulting in heavy monetary losses. Decreases amount of money the target country is putting towards a cure, as well as decreasing the number of "cure" planes leaving that country. When used twice on the target country, revokes that country's "rich" status. When used a third time, that country is now considered poor.

Destructive Nature [Active Ability]: Virus actively destroys cure. Cure research is forced to start over, and temporarily decreases future research speed. If used during cure deployment, makes all current "cure" planes into "infect" planes, and turns all "cure" bubbles into orange DNA bubbles.
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27-04-2014, 11:05 PM
Post: #2
RE: [DISEASE IDEA] Chaota Virus
(27-04-2014 10:43 PM)derborgus3333 Wrote:  Here's an idea for a virus:
Chaota Virus, with several custom abilities, as well as all the normal virus abilities.

TRANSMISSION
Viral Dormancy: Virus goes into a dormant state, evading detection by host, decreasing future research speed and increasing infectivity

Viral Bonding: Virus binds to dead skin cells when they are shed from the host, increasing infectivity, especially in dry environments.

Genetic Mimicry: Virus disguises itself as a friendly biomolecule, increasing infectivity.

SYMPTOMS
Skin Flaking: Virus consumes host skin oils, making skin flake. When couple with Viral Bonding, significantly increases infectivity.

Triggered Toxin Secretion: Virus bonds to organ tissue. When the virus is cured, instead of the host reverting to healthy, they die.

Corpse Bloating: Corpses rot at a high rate, producing poison gas. Increases infectivity and rate of death in countries with lots of corpses, regardless of cure state.

Explosive Host Death: The virus slowly replaces the host cells, causing host to rot while still alive, eventually rupturing with an explosive ejection of infected material. Significantly increases lethality and infectivity.

Tendon Degradation: Tendons and ligaments atrophy, causing extremities to fall off.
Increases infectivity and can be lethal.

Serotonin Fluctuation: Unstabilizes host micro biome, resulting in depression and low bone density. When coupled with other symptoms, can be fatal.

ABILITIES
Post-Mortem Gene Fragmentation: When a virus dies, it's DNA fragments, decreasing current research when a country is destroyed.

Viral Suicide: Virus becomes sensitive to lab environments, causing rapid laboratory death. Decreases future research speed significantly.

Genetic Pliability 1: Decreases cost of devolving abilities.

Genetic Pliability 2: Significantly decreases cost of devolving abilities.

Genetic Pliability 3: Negates cost of devolving abilities.

Genetic Pliability 4: Allows positive devolve refunds.

False Cure: Virus evolves to thrive inside cure, significantly increasing infectivity while cure is being deployed.

Genetic Uncoupling [Active Ability]: Causes a random mutation, and decreases current research.

Viral Acidity [Active Ability]: Causes increase in acidity of the virus' secretions. Temporarily increases lethality and temporarily slows research.

Aided Oxidization [Active Ability]: Virus oxidizes metal, including coinage and machinery, resulting in heavy monetary losses. Decreases amount of money the target country is putting towards a cure, as well as decreasing the number of "cure" planes leaving that country. When used twice on the target country, revokes that country's "rich" status. When used a third time, that country is now considered poor.

Destructive Nature [Active Ability]: Virus actively destroys cure. Cure research is forced to start over, and temporarily decreases future research speed. If used during cure deployment, makes all current "cure" planes into "infect" planes, and turns all "cure" bubbles into orange DNA bubbles.

You sure did put effort into this, if this is yours or anyone who created this.
Interesting idea also. Just the balance of abilities and transmissions worries me, but i guess they can be modified, too. You know, a plague must have its downsides too, otherwise it would be too overpowering. Big Grin

Well, ya know what time it is..

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27-04-2014, 11:31 PM
Post: #3
RE: [DISEASE IDEA] Chaota Virus
(27-04-2014 11:05 PM)Painkilla Wrote:  
(27-04-2014 10:43 PM)derborgus3333 Wrote:  Here's an idea for a virus:
Chaota Virus, with several custom abilities, as well as all the normal virus abilities.

TRANSMISSION
Viral Dormancy: Virus goes into a dormant state, evading detection by host, decreasing future research speed and increasing infectivity

Viral Bonding: Virus binds to dead skin cells when they are shed from the host, increasing infectivity, especially in dry environments.

Genetic Mimicry: Virus disguises itself as a friendly biomolecule, increasing infectivity.

SYMPTOMS
Skin Flaking: Virus consumes host skin oils, making skin flake. When couple with Viral Bonding, significantly increases infectivity.

Triggered Toxin Secretion: Virus bonds to organ tissue. When the virus is cured, instead of the host reverting to healthy, they die.

Corpse Bloating: Corpses rot at a high rate, producing poison gas. Increases infectivity and rate of death in countries with lots of corpses, regardless of cure state.

Explosive Host Death: The virus slowly replaces the host cells, causing host to rot while still alive, eventually rupturing with an explosive ejection of infected material. Significantly increases lethality and infectivity.

Tendon Degradation: Tendons and ligaments atrophy, causing extremities to fall off.
Increases infectivity and can be lethal.

Serotonin Fluctuation: Unstabilizes host micro biome, resulting in depression and low bone density. When coupled with other symptoms, can be fatal.

ABILITIES
Post-Mortem Gene Fragmentation: When a virus dies, it's DNA fragments, decreasing current research when a country is destroyed.

Viral Suicide: Virus becomes sensitive to lab environments, causing rapid laboratory death. Decreases future research speed significantly.

Genetic Pliability 1: Decreases cost of devolving abilities.

Genetic Pliability 2: Significantly decreases cost of devolving abilities.

Genetic Pliability 3: Negates cost of devolving abilities.

Genetic Pliability 4: Allows positive devolve refunds.

False Cure: Virus evolves to thrive inside cure, significantly increasing infectivity while cure is being deployed.

Genetic Uncoupling [Active Ability]: Causes a random mutation, and decreases current research.

Viral Acidity [Active Ability]: Causes increase in acidity of the virus' secretions. Temporarily increases lethality and temporarily slows research.

Aided Oxidization [Active Ability]: Virus oxidizes metal, including coinage and machinery, resulting in heavy monetary losses. Decreases amount of money the target country is putting towards a cure, as well as decreasing the number of "cure" planes leaving that country. When used twice on the target country, revokes that country's "rich" status. When used a third time, that country is now considered poor.

Destructive Nature [Active Ability]: Virus actively destroys cure. Cure research is forced to start over, and temporarily decreases future research speed. If used during cure deployment, makes all current "cure" planes into "infect" planes, and turns all "cure" bubbles into orange DNA bubbles.

You sure did put effort into this, if this is yours or anyone who created this.
Interesting idea also. Just the balance of abilities and transmissions worries me, but i guess they can be modified, too. You know, a plague must have its downsides too, otherwise it would be too overpowering. Big Grin

Initially, the disease would have extremely costly devolution, hence the abilities to neutralize it. Also keep in mind that I did not list the DNA costs, and each "active" ability costs DNA to unlock as well as to use, like the necroa virus.
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28-04-2014, 02:20 PM
Post: #4
RE: [DISEASE IDEA] Chaota Virus
(27-04-2014 11:31 PM)derborgus3333 Wrote:  
(27-04-2014 11:05 PM)Painkilla Wrote:  
(27-04-2014 10:43 PM)derborgus3333 Wrote:  Here's an idea for a virus:
Chaota Virus, with several custom abilities, as well as all the normal virus abilities.

TRANSMISSION
Viral Dormancy: Virus goes into a dormant state, evading detection by host, decreasing future research speed and increasing infectivity

Viral Bonding: Virus binds to dead skin cells when they are shed from the host, increasing infectivity, especially in dry environments.

Genetic Mimicry: Virus disguises itself as a friendly biomolecule, increasing infectivity.

SYMPTOMS
Skin Flaking: Virus consumes host skin oils, making skin flake. When couple with Viral Bonding, significantly increases infectivity.

Triggered Toxin Secretion: Virus bonds to organ tissue. When the virus is cured, instead of the host reverting to healthy, they die.

Corpse Bloating: Corpses rot at a high rate, producing poison gas. Increases infectivity and rate of death in countries with lots of corpses, regardless of cure state.

Explosive Host Death: The virus slowly replaces the host cells, causing host to rot while still alive, eventually rupturing with an explosive ejection of infected material. Significantly increases lethality and infectivity.

Tendon Degradation: Tendons and ligaments atrophy, causing extremities to fall off.
Increases infectivity and can be lethal.

Serotonin Fluctuation: Unstabilizes host micro biome, resulting in depression and low bone density. When coupled with other symptoms, can be fatal.

ABILITIES
Post-Mortem Gene Fragmentation: When a virus dies, it's DNA fragments, decreasing current research when a country is destroyed.

Viral Suicide: Virus becomes sensitive to lab environments, causing rapid laboratory death. Decreases future research speed significantly.

Genetic Pliability 1: Decreases cost of devolving abilities.

Genetic Pliability 2: Significantly decreases cost of devolving abilities.

Genetic Pliability 3: Negates cost of devolving abilities.

Genetic Pliability 4: Allows positive devolve refunds.

False Cure: Virus evolves to thrive inside cure, significantly increasing infectivity while cure is being deployed.

Genetic Uncoupling [Active Ability]: Causes a random mutation, and decreases current research.

Viral Acidity [Active Ability]: Causes increase in acidity of the virus' secretions. Temporarily increases lethality and temporarily slows research.

Aided Oxidization [Active Ability]: Virus oxidizes metal, including coinage and machinery, resulting in heavy monetary losses. Decreases amount of money the target country is putting towards a cure, as well as decreasing the number of "cure" planes leaving that country. When used twice on the target country, revokes that country's "rich" status. When used a third time, that country is now considered poor.

Destructive Nature [Active Ability]: Virus actively destroys cure. Cure research is forced to start over, and temporarily decreases future research speed. If used during cure deployment, makes all current "cure" planes into "infect" planes, and turns all "cure" bubbles into orange DNA bubbles.

You sure did put effort into this, if this is yours or anyone who created this.
Interesting idea also. Just the balance of abilities and transmissions worries me, but i guess they can be modified, too. You know, a plague must have its downsides too, otherwise it would be too overpowering. Big Grin

Initially, the disease would have extremely costly devolution, hence the abilities to neutralize it. Also keep in mind that I did not list the DNA costs, and each "active" ability costs DNA to unlock as well as to use, like the necroa virus.

Ah then. Guess i was too tired to notice that Wink Anyways, nice idea. Looking forward to seeing this (possibly) in Plague Inc.

Well, ya know what time it is..

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28-04-2014, 05:15 PM
Post: #5
RE: [DISEASE IDEA] Chaota Virus
disgusting))
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