Other > Suggestions

Idea to nerf drugs, anti-powerbuilding

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Izual:
In my post, I said the withdrawal comes after a long period of time and that you can make it go away with a single drug dose.

Badger:

--- Quote from: Izual on July 21, 2010, 07:32:20 pm ---In my post, I said the withdrawal comes after a long period of time and that you can make it go away with a single drug dose.

--- End quote ---

I don't like the fact that people could probably ignore the withdrawal penalties until their next fight. I can't think of a decent mechanic that forces drug addicts to constantly take their drug without ruining gameplay when they can't get any. That would be ideal. Drug addicts needing constantly take drugs in order to function.

Pozzo:
In my opinion the best idea here is : only one drug at a time. So you may choose between having a lot of AP or having a good damage resistance. In this way maybe devs will be able to create more kind of drugs without encouraging players to have power-build drug addicts.

Solar:

--- Quote from: Pozzo on July 21, 2010, 07:48:19 pm ---In my opinion the best idea here is : only one drug at a time. So you may choose between having a lot of AP or having a good damage resistance. In this way maybe devs will be able to create more kind of drugs without encouraging players to have power-build drug addicts.

--- End quote ---


--- Quote --- downsides to go with the good for those effects (to make taking a cocktail of them counter productive)
--- End quote ---

If for example you have Jet: +2 Ag -1 Str and Buffout +2 Str +1 Ag and each dose costing $100, then you can have either:

+2 Ag -1 Str, for $100
+2 Str -1 Ag, for $100
+1 Str +1 Ag, for $200


Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.

Creates more options for the same number of items, which is more efficient :)

Michaelh139:

--- Quote from: Solar on July 21, 2010, 08:27:57 pm ---If for example you have Jet: +2 Ag -1 Str and Buffout +2 Str +1 Ag and each dose costing $100, then you can have either:

+2 Ag -1 Str, for $100
+2 Str -1 Ag, for $100
+1 Str +1 Ag, for $200


Now those are just random numbers, but it demonstrates the idea - either small bonuses in particular areas or even smaller bonuses in a couple of areas.

Creates more options for the same number of items, which is more efficient :)

--- End quote ---
That concept is actully pretty nice but it won't really matter because gangs are practically shitting caps.  But I would like the idea of a perfect drug with no downsides but it costs like 1000 caps a dose.

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