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Author Topic: Poisoned weapons  (Read 994 times)

Poisoned weapons
« on: January 29, 2013, 02:03:43 am »

Just saw a post about adding a flamer DoT, that would act similar to poison... But if we are adding a flamer DoT, why not a poison one too? 

But obviously it wouldn't work on things like bullets, or blunt weapons, but for knives, spiked knuckles etc. an apply-able poison would be fun!

Say take 4 radscorpion limbs with 75% doc, 75% science on a workbench makes one bottle of poison.  You can then use it to poison a knife, combat knife etc. or 10 throwing knives.

Each hit could have a chance to add 25 poison levels or something.  Not enough to make too much of an impact (as to not overpower things), but add a little spice and open up some new builds.

Could even open up a few new perks:

Assassin - 150% sneak 7int - 100 to poison level when attacking from behind and sneaked (only with a poison blade)

Apothecary (Support perk) - 100% sneak - Doubles the amount of poison vials made per batch of scorp tails OR doubles the amount of items you can poison per vial

Toxic - 180% melee weapons 150% sneak - 50 poison level per successful poison

Thoughts?


EDIT:  Accidentally put the wrong thing... Only on sharp weapons, not blunt and bullets!  Except needler cartridges, they obviously should have something like that
« Last Edit: January 29, 2013, 04:09:45 am by Linoleum »
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Re: Poisoned weapons
« Reply #1 on: January 29, 2013, 02:38:14 am »

I like it. But only on sharp melee weapons. And maybe a new ammo for needler pistol.

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Re: Poisoned weapons
« Reply #2 on: January 29, 2013, 03:40:05 am »

Adding poison as an ammo perk is simple, radiation can also be done. I tried it out with alternate Needler ammo types in the FOnline SDK.
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Re: Poisoned weapons
« Reply #3 on: January 29, 2013, 04:13:21 am »

I like it because throwing knives are underpowered and need an edge, also the target dying at 0 hp instead of -20 really helps.
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