QUOTE (Falconer @ Jul 26 2009, 03:35 AM)

2. Disease mechanics are broken. Serious lack of playtesting on them. They accumulate too much power early on.
a. Change the way that the power accumulates in a disease w/ the thought of an AVERAGE 3 body... 1 hit sometimes two, more with medical attention. Best way, rather than automatic successes based on strength... change it so that the disease buys hits at 4:1 or rolls dice.
EG: Jimbo gets hit w/ a rating 5 orcish flu (orks are pig people!). He has a body of 3.
First test... he rolls 3 dice and gets 1 hit... power reduced to 4. Disease rolls 4 hits and gets 2 hits... going up to power 6.
Second test... he's feeling bad so gets some medical attention. Add 3 dice for doctoring and medical treatment.
He rolls well and disease goes down to rating 3, disease rolls itself back to 4.
third test... he's on the road to recovery and scores more successes easily than the disease the next day or three.
b. I'd cap drugs at rating 3 (unless it's a very specific treatment only suitable for a single disease).
c. I'd allow active medical treatment (as in supervised care in a hospital bed) to go higher to rating 6, but not stack.
Disease rules aren't broken so long as you keep the number of tests, or the power low. Malaria, a massive killer, is a Power 3 disease with Speed 3 Days(8 ). VITAS 3 is Power 6, Penetration -2 and does Stun Damage. It's meant to be pretty much impossible to deal with, and it is. Setting HMHVV at Power 8 or 13 is so clearly out of the normal league that it's not even funny. The fact that they have, by far, the highest Power ratings in the game is topped only by the fact that they have high penetration values, ridiculous failure conditions, and/or a huge number of tests.
It's like giving all the enemies in a 'run a Barret 121, or a Thunderstruck. You don't complain that these weapons are broken, you call your GM (or freelancer in this case) a dick. It's not the job of the rules to make it impossible to use them badly.
Disease is something that you want players to overcome, and it works like a god shooting you in the face repeatedly. If you don't keep these things in mind then you end up giving that god a Thunderstruck or an Autocannon. Which is what happened with HMHVV. Why blame rules which are perfectly servicable (at least when you undelete the section that allows you to double your Body by resting) when the person who broke them gets off scot-free?
By RAW HMHVV is so ridiculous that once you've been stung by it once you'll call any GM who actually uses the infection in play a total asshole for killing off your character (which is basically what it does, since you have to change your character so significantly that it might as well be a new character). This actually stops it ever seeing play, because the inevitable result of bringing it into play is that your players hate you. Ridiculous HMHVV stats actually stop HMHVV being used in game - which renders the existence of the stats utterly pointless (they're not going to be used).
By the way, the rules you suggest make any disease with a power over DP + (DP / 3) pretty much insurmountable. The existing disease rules at least posit an eventual end to most diseases. It isn't immediately obvious that this turning point exists so GMs are likely to exceed it accidentally, and it's completely different to every other set of rules in the game so they aren't going to have any applicable experience.
Secondly, the rules are different enough that it disrupts the conceptual simplicity and people are likely to get them wrong. Diseases as they currently exist work like getting shot in the face, or taking a lungful of Tear Gas. They're familiar, which is good.