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Author Topic: Afterburner drug  (Read 3174 times)

Wallace

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Afterburner drug
« on: November 11, 2011, 11:10:22 pm »

I think it'd e good idea of implementing afterburner and voodoo drugs (but since voodoo was suggested before i'll concentrate on afterburner)

I thought of it to work identically with jet EXCEPT

- drug duration is like 5-10 RL minutes
- no permanent addiction
- effects doesn't add up with jet
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Wipe

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Re: Afterburner drug
« Reply #1 on: November 11, 2011, 11:18:25 pm »

"Let's make Jet without permaddiction and put fake downside into effect time!"

Do not want.
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Grommok

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Re: Afterburner drug
« Reply #2 on: November 12, 2011, 11:28:33 am »

We could make it work if Jet was really that potence that dialog in Fallout 2 describes. Dialog makes it one of the most powerful drugs ever, while actually it only gives 1 AP. I'm not saying that 1 AP is bad, however i expected something... more from "Da most powerful drug ever", like 2-3 AP, or 1 AP, 1 AGI, 1 PER, 1 STR. This way a "cheap" variant might worth a look.
[offtopic]Oh, and add a homemade/makeshift (not sure what is the right word) drug that blocks symptoms of addiction for a short time, like a very powerful painkiller or so.[/offtopic]
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Tomowolf

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Re: Afterburner drug
« Reply #3 on: November 12, 2011, 11:33:47 am »

"Let's make Jet without permaddiction and put fake downside into effect time!"

Do not want.
True.
But about adding ANY items.
Why we do not look at FT items - drugs, weapons, ammo?
Drugs are almost balanced (look at voodoo from FT - it gives some critical chance, normal resistance%, agility - but after 2 minutes you got mega downside effects - minus crit chance, small agility and - to resistance, also about other drugs:
mentats gives something to perception also but you feel more the downsides of its.)
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Re: Afterburner drug
« Reply #4 on: November 12, 2011, 12:55:03 pm »

I would like to see more items from FT make it into FOnline.
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Senocular

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Re: Afterburner drug
« Reply #5 on: November 12, 2011, 02:27:12 pm »

Drugs shouldn't ever give downsides when taken. Only withdrawal effects should be negative.
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Crazy

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Re: Afterburner drug
« Reply #6 on: November 12, 2011, 02:33:30 pm »

Drugs shouldn't ever give downsides when taken. Only withdrawal effects should be negative.
I agree, current system where you have to take all drugs to actually have a bonus is bad.
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Solar

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Re: Afterburner drug
« Reply #7 on: November 12, 2011, 02:38:39 pm »

Drugs come with a trade off. It means you don't have to take drugs to compete.

It won't change.
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Re: Afterburner drug
« Reply #8 on: November 12, 2011, 02:46:21 pm »

Having some things from FT whould be cool, more content -> better.
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Crazy

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Re: Afterburner drug
« Reply #9 on: November 12, 2011, 02:56:54 pm »

Drugs come with a trade off. It means you don't have to take drugs to compete.

It won't change.

My point is actually that it's a "all or nothing" system, which is kinda bad (only one/two possibility, whereas there are 5 of different drugs which could create many combinations), not that drugs are not powerful enough. (and lets imagine a loner, he won't be able to really use drugs like there is need of a strong backup to create all the drugs needed)
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Grommok

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Re: Afterburner drug
« Reply #10 on: November 12, 2011, 03:54:16 pm »

Drugs shouldn't ever give downsides when taken. Only withdrawal effects should be negative.
Not when taken, but when the effects wears off, you feel it.
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Re: Afterburner drug
« Reply #11 on: November 12, 2011, 10:27:37 pm »

My point is actually that it's a "all or nothing" system, which is kinda bad (only one/two possibility, whereas there are 5 of different drugs which could create many combinations)

But your idea leads to same thing. What stop you from taking jet,nuka,buff...etc if every of them gives only advantages and no negative sides? Still there would be no-drugs or all-drugs characters.
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Senocular

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Re: Afterburner drug
« Reply #12 on: November 12, 2011, 11:07:37 pm »

Drugs come with a trade off. It means you don't have to take drugs to compete.

It won't change.
People take drugs to feel good. Then they get addicted and have to take more, and more to get the same effect. After you become addicted, to get the same stats you should be forced to take more doses, then you could get detoxicated for some amount of caps (the more you are addicted, the more expensive it would be). Withdrawal effects should be really bad, but we should be able to fix them with another dose. I like old drug system better, when you got addicted to the jet, you didn't have to take all the drugs to balance the effects or even delete the cursed alt, but just take jet wherever you go.
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Solar

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Re: Afterburner drug
« Reply #13 on: November 13, 2011, 01:01:23 am »

No, you then get your drug chars who are useless apart from very short times and hide in some deserted spot when not drugged up.

There's plenty of things ahead of drugs for a change.
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Quote from: Woodrow Wilson
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Re: Afterburner drug
« Reply #14 on: November 13, 2011, 02:52:12 am »

Drugs come with a trade off. It means you don't have to take drugs to compete.

On paper yes , but it really isn't true.

Mix up enough drugs on certain builds and you almost only get benefits. Psycho , buffout , jet , nuka , cigs = 2 ap + 1 str + 3 end , -1 pe , charisma penalty is useless for " ugly powerbuilds " you know there is a limit on how ugly can you get or jet , nuka , cigs on a 1 str powerbuild = 2 ap , 1 pe , 1 agi , then there is jet , nuka , cigs , buffout that is awesome on builds that requires str and DR loss is not very important , for example sneaker or lazer rifle sniper, 2 ap , 1 pe , 1 agi , 2 end - 15% DR. Hell Cha drugs are used on merc leaders to save up 3 points mentants and beer when buying merceneries.

Well there are other good variations but you get the point , it gives advantage and builds without drugs have a disadvantage therefore cannot compete as good.

So in the end it is a viable option to make a drug that gives these attributes with " fucked up " withdraw penalties balancing out that you don't need to eat 5 drugs in order to get this advantage 2 ap + 1 str + 3 end , -1 pe or any of those other attribute variants.

Make some multiple drugs like these , make it not possible to take 2 or multiple at the same time(some overdose mechanism) and voila you get new drug system that makes sense and ugly powerbuilds don't have to chew multiple drugs like candy to get something out of it.
« Last Edit: November 13, 2011, 03:18:46 am by T-888 »
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