Other > Suggestions

Idea to nerf drugs, anti-powerbuilding

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Izual:
Yes, like some people here I think that drugs effect should last longer, maybe forever, but the drawbacks should become worse and worse over time. Taking another dose of your drug would set drawbacks back to normal status.

For example...

Jet effects as they are right now :
Immediate:  +3 to Maximum Action Points, +1 to Strength, +1 to Perception.
After 3 hours:  -4 to Maximum Action Points, -2 to Strength, -2 to Perception .
After 6 hours: +1 to Maximum Action Points, +1 to Strength, +1 to Perception.

Of course, this is in-game time. I am too lazy to calculate, but the worse drawback (after 6 hours) is like after 15 minutes in real life. So "good" drug effect lasts like 5-10 minutes, drugged characters know this better than me.
With my idea of a longer good effect, and increased drawbacks over time, it could be like this (with a removal to SPECIAL bonuses for good side effects, as it would last longer).
Immediate:  +3 to Maximum Action Points, -1 to Perception, -20 kgs to Maximum Carry weight.
After 20 hours:  -4 to Maximum Action Points, -1 to Strength.
After 40 hours: -1 to Maximum Action Points, -2 to Perception.
After 70 hours: -2 to Strenght, -2 to Perception, -2 to Charisma.
After 120 hours: -1 to Maximum Action Points, -2 to Perception.
This way after 120 hours (that's very approximately about 5 hours real time) without taking a single dose, you would have severe drawbacks and would become a poor, almost helpless junkie.

Taking one dose at any time would remove all the effects and set instead the "Immediate" one. Of course it is only an example here. Together with these changes, jet doses should be rarer, drugs combinations could maybe be removed, etc. Also, the "After X hours" are just random values, like the drawbacks here. I just think the future of the drugs is in a long effect of them.

HertogJan:
I'm don't think the duration of the positive drugs' effect needs to be changed.
However addiction should suffer severer consequences and they should last for active playing hours and not real-time hours.
Further more I'm not sure there's a drug that needs nerving.

Combinations of drugs and drugs used while enduring drawbacks or even addiction should be nerved.
For instance if you have taken psycho, stims, super stims and healing powders should have a seriously reduced effect (by roughly 60-80%).
More psycho taken or under a psycho addiction means stims, etc. have even lesser effects.

Combinations of drugs should also be able to lead to death.
If you take serveral different kind of drugs which cause you to get extra action points, it could lead to a fatal heart attack.
I'm in favor of some kind of formula which gives you an x amount of chance to die when you take your 2nd kind of drug on top of 1 or 2 of a the first kind taken.
Doctor and FA skill could and current addiction(s) should be of influence here.

The chance of an addiction could be influenced by your FA en doctor skill.
The lower they are, the higher the chance you become addicted.

Perhaps there's a way alcohol could play a role in boosting or reducing the effects of certain drugs and skills?
For instance 1 or 2 beers could lower the IN you get from mentats, but could raise the charisma it gives you.
On the same time however it would reduce your fighting skills, doc and FA a bit, whereas it increases your speech and barter.
Off course alcohol would have it's own chance of addiction.

I also like Izual's suggestion.

Gatling:
Just because you are knowledgeable about the drugs and the effects should not have any effect on your addiction chance. Biology is biology, and your know-how won't alter it if you take a drug and your body likes it, telling you to take MOAR.

HertogJan:
Yes, but having knowledge means you already know the side effects and might have taken some precautions which reduces addiction chances.
Also you would be able to know the symptoms and are therefore better of recognizing drawback symptoms which means you're less likely to give into that as you know what will  happen.
Perhaps have FA and doctors skill nerve drugs stats for those reasons.

Pozzo:
It could be fun to add some "crazy" effects to drugs. If you take Jet or Psycho your character got psychological problems. If you tell your character to attack for example, he may do nothing instead, or he may drop his weapon or attack a friend ^^

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