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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Wallace on September 18, 2011, 03:13:04 pm

Title: New item - painkillers
Post by: Wallace on September 18, 2011, 03:13:04 pm
I've been thinking about some way to increase chances for survival for new players and came upon this idea: Easily crafted painkillers (made from broc or xander) Which would work somewhat similar to Super stims but in another way

If you would take a painkiller it would temporarely heal you for 15 (or 20) HP (as well as capping your max HP 15 - 20 higher than normal). After a while it would subside (just as super stim's withdrawal effect) That would be nice for a newbies as those increased HP would add to their survival chances. For high level players 15 or 20 HP is not much of a difference.

Another way of implementing those would be by a doctor profession. In that case advanced painkillers combined with sedatives and stabilizers resulting in the above bonus plus:
- All damage resistances would rise for 5% (except poison and rad resists)
- No withdrawal damage from super stims
- Sequence LOWERED by 10 (down to one point)
- AC from agility lowered by half (round up) or fully
- OR - 1 Perception instead of two above cases

I don't know however if this would be easy or hard to implement in FOnline

So please comment on this (and entire post)
Title: Re: New item - painkillers
Post by: Grommok on September 18, 2011, 03:19:17 pm
Like this idea. I suggested a "doctor overhaul" sometime ago, and i dunno how could i have missed paikillers!
I personally prefer to see it with the stats of oyur first idea (small heal, max health increased) but adding it to Doctor [1] (http://fo2238.fodev.net/wiki/Profession:_Doctor) would make sense, and make Doctor [1] a little more useful. Plus REMOVE WORKBENCH REQUIREMENT!
Title: Re: New item - painkillers
Post by: Wallace on September 18, 2011, 04:58:07 pm
The question is - are devs considering adding new items at all?

(also please for more comments ;) )
Title: Re: New item - painkillers
Post by: Grommok on September 18, 2011, 05:17:14 pm
The question is - are devs considering adding new items at all?
To quote Surf
It has been said numerous times that there won't be any new weapons before t he old ones are relatively balanced.
Title: Re: New item - painkillers
Post by: Wallace on September 18, 2011, 05:46:15 pm
so... it can be implemented since it's not a weapon?
Title: Re: New item - painkillers
Post by: Grommok on September 18, 2011, 05:48:25 pm
I dunno.
I hope so, mon.
Title: Re: New item - painkillers
Post by: Chrupek on September 18, 2011, 05:51:29 pm
No matter how good or bad is idea, there are simple no chances to implement it at the moment.

After the wipe none would remember your idea so it will die... sorry but thats how this forum suggestions section works.
Title: Re: New item - painkillers
Post by: Grommok on September 18, 2011, 05:55:39 pm
*cryes*
*cryes some more*
*thinks to all the time he used to comment-suggest something and cryes again*
Title: Re: New item - painkillers
Post by: Wallace on September 18, 2011, 05:58:01 pm
No matter how good or bad is idea, there are simple no chances to implement it at the moment.

After the wipe none would remember your idea so it will die... sorry but thats how this forum suggestions section works.

See my speech count?

25% means that i already should know that most suggestions have less than 5% chance to be implemented

That still won't stop me from suggestions that may make this game better  :)
Title: Re: New item - painkillers
Post by: Grommok on September 18, 2011, 06:00:51 pm
See my speech count?

25% means that i already should know that most suggestions have less than 5% chance to be implemented

That still won't stop me from suggestions that may make this game better  :)
*cryes some more*
*looks at his speech counter*
*makes some operation with is MathBoy*
*cryes again*
Title: Re: New item - painkillers
Post by: Wallace on September 18, 2011, 06:36:48 pm
Quit crying! You'll discourage other from commenting! Shoo! ;p

I wouldn't post this if it wasn't something with absolutely no chances to be implemented

(cause this would balance the game towards new players a bit imo)
Title: Re: New item - painkillers
Post by: Grommok on September 18, 2011, 06:39:23 pm
*stops crying*
Quit crying! You'll discourage other from commenting! Shoo! ;p

I wouldn't post this if it wasn't something with absolutely no chances to be implemented

(cause this would balance the game towards new players a bit imo)
Lotsa stuff would have helped alot new players, without others even noticing, and was trolled by everyone around.
Title: Re: New item - painkillers
Post by: Wallace on September 18, 2011, 06:45:33 pm
Well i haven't been around for a while (from the time you could find junk in barrels) so i don't exactly know what was trolled during my absence

I think that (at least first from two tiers of) painkillers should be implemented
second tier is only optional
Title: Re: New item - painkillers
Post by: Graf on September 18, 2011, 06:51:33 pm
According to this idea, these painkillers are pretty similar to how psycho has worked last era and before. Except that these painkillers are way more weak according to psycho. It was possible to make a blind-psycho-suicider, which was one of the most proficient builds. It was a good time, when PvP was mostly dependant on the player's skill, not its build, plus the swarm wasn't the decisive factor. I liked it back then, and thus I like this idea.
Title: Re: New item - painkillers
Post by: Wallace on September 18, 2011, 06:59:01 pm
Well i meant a feature for helping new players but no obsolete for hi-levs

And yes - somewhat veeeery limited psycho (exactly as a strong painkillers should work)
Title: Re: New item - painkillers
Post by: Sarakin on September 19, 2011, 01:00:39 am
According to this idea, these painkillers are pretty similar to how psycho has worked last era and before. Except that these painkillers are way more weak according to psycho. It was possible to make a blind-psycho-suicider, which was one of the most proficient builds. It was a good time, when PvP was mostly dependant on the player's skill, not its build, plus the swarm wasn't the decisive factor. I liked it back then, and thus I like this idea.
I wouldnt say player´s skill was more decisive back then, it was just easier to survive because of insane drug effects. Everyone could pwn in those days.

Anyway I like this suggestion, both versions.
Also you gave me an idea about a drug, that would regenerate certain HP over X seconds. Like 10 hp every 5 seconds for 100 seconds. That would help new players fighting lesser creatures that do little damage, but they are numerous and the fight might last for a longer time.
Title: Re: New item - painkillers
Post by: Wallace on September 19, 2011, 01:17:09 am
I wouldnt say player´s skill was more decisive back then, it was just easier to survive because of insane drug effects. Everyone could pwn in those days.

Anyway I like this suggestion, both versions.
Also you gave me an idea about a drug, that would regenerate certain HP over X seconds. Like 10 hp every 5 seconds for 100 seconds. That would help new players fighting lesser creatures that do little damage, but they are numerous and the fight might last for a longer time.

Fair idea but that effect seem somewhat too powerful for new players (or at least availability of such drug to new players)

So i'd suggest 5 HP every 5 seconds for one minute (or 5 HP/round lasting for 12 turns)
Plus slight chance for short period of addiction

PS. Nice to know that my idea is interesting ;) Thanks
Title: Re: New item - painkillers
Post by: Grommok on September 19, 2011, 03:15:36 pm
Also you gave me an idea about a drug, that would regenerate certain HP over X seconds. Like 10 hp every 5 seconds for 100 seconds.
I think Healing Powder had to work in that way in Fallout 2, but at the end, maybe for engine limitations, they became a sort of "cheap" stimpack.
Title: Re: New item - painkillers
Post by: Swinglinered on September 19, 2011, 03:50:56 pm
Put in a pain system, perhaps fatigue, sleep, etc.

Then counter-drugs (with side effects) would be another layer of strategy/tactic.

Title: Re: New item - painkillers
Post by: Grommok on September 19, 2011, 03:53:42 pm
Put in a pain system, perhaps fatigue, sleep, etc.
It is already being said numerous times that this game wont become The Sims: FOnline.
Title: Re: New item - painkillers
Post by: Savager on September 19, 2011, 04:52:52 pm
I've been thinking about some way to increase chances for survival for new players and came upon this idea: Easily crafted painkillers (made from broc or xander) Which would work somewhat similar to Super stims but in another way

If you would take a painkiller it would temporarely heal you for 15 (or 20) HP (as well as capping your max HP 15 - 20 higher than normal). After a while it would subside (just as super stim's withdrawal effect) That would be nice for a newbies as those increased HP would add to their survival chances. For high level players 15 or 20 HP is not much of a difference.

Another way of implementing those would be by a doctor profession. In that case advanced painkillers combined with sedatives and stabilizers resulting in the above bonus plus:

I like the idea too. Could be like the bags of healing powder (requirs like 40% FA). It will be a great help for low level, because when u are newb have soo little hp.
Tumbs up! +1
Title: Re: New item - painkillers
Post by: runboy93 on September 19, 2011, 05:04:02 pm
New drugs always welcome :)
Just like painkillers do, they decrease pain that you feel so ingame it is +DR and maybe something else like +hp
Title: Re: New item - painkillers
Post by: Graf on September 20, 2011, 07:25:52 pm
Also you gave me an idea about a drug, that would regenerate certain HP over X seconds.

I'd love to have all drugs work that way. So the drugs (especially super stipaks) won't be so powerful and become more realistic. This may give a life to the whole new era for the drugs (by implementing the product quality feature, which depends on the crafter's skills, which may regulate how soon the effect comes).

It is already being said numerous times that this game wont become The Sims: FOnline.

You're right, but there's something that should be mentioned though. Indeed, there was a bunch of suggestions about this, but I remember there was a discussion, where someone of the developers said, that they want to implement it in somehow altered way, so there will be hunger and maybe something else, but there will be no chance to die from it.
Title: Re: New item - painkillers
Post by: Grommok on September 21, 2011, 02:47:28 pm
Ah, understand, like some bonuses for being well fed/rested/hydratated. Without forcing anyone to do anything.
I think that could be a good way to implement actually useful stuff, without forcing anyone to do so.
Title: Re: New item - painkillers
Post by: Wallace on September 24, 2011, 04:00:04 pm
If we're talking about painkillers then my another idea is to add morphine
- 30 - 40 max HP increase
- All DR types increased by 10% (except poison and rad)
- -2 PE
- -2 AG
- -2 IN
- Significant chance of addiction
Title: Re: New item - painkillers
Post by: Grommok on September 24, 2011, 04:17:39 pm
Technically Psycho is a sort of "Morphine", but still is way too powerful. We need some sort of... "mid-way" chems, like for example (might sound quite poor) Coffe, as a low-level, low-duration version of Mentats.
Example:
Mentats +2 INT +2 CHA 10 hours
Coffee   +1 INT +1 AGI 3 hours


Some might ask "Why agility?", try drinking lotsa coffee and you have a good reply. As a side effect, there might also be -1 CHA, because you are a little schizophrenic (hope is the right word).
Title: Re: New item - painkillers
Post by: Wallace on September 24, 2011, 04:20:31 pm
Technically Psycho is a sort of "Morphine", but still is way too powerful.

Well not really... Originally Psycho gave you +3 AGI - Can't compare that to Morphine which makes you drowsy not hyped up
Title: Re: New item - painkillers
Post by: Ganado on September 24, 2011, 04:24:18 pm
Coffee   +1 INT +1 AGI 3 hours
This sounds good, but normal drugs last for 30 minutes, so don't use in-game times, use real-time, so it would be better if these minor drugs lasted 10-15 minutes. And it shouldn't be able to stack with the "major" version of the same drug.
Title: Re: New item - painkillers
Post by: Grommok on September 24, 2011, 04:26:09 pm
@Wallace:
In sense that Psycho looks like a sort of pain-killer.

@Dishonest Abe:
I used in-game time because i wasnt sure of duration, so i checked wiki, and on wiki it said 10 hours.  ::)
Title: Re: New item - painkillers
Post by: Ganado on September 24, 2011, 04:29:47 pm
Oh wait, you're right, 10 hours is equal to 30 minutes, but anyway, besides the point.
Title: Re: New item - painkillers
Post by: Wallace on September 24, 2011, 04:35:19 pm
Well Grommok

Psycho isn't some kind of painkiller... It just makes you psychotic berserker (and psychotics often have much greater pain tolerance)

And Abe

I don't think that major and minor drug classes are needed (especially when they affect different stats like in case you pointed with Mentats and coffee)

Why not make "overdose system" which let's you take as much drugs as you like (until you pass out from overdose - Endurance dependant)
Title: Re: New item - painkillers
Post by: Grommok on September 24, 2011, 04:49:22 pm
Suggested lotsa time, by mee too.

About the minor-major drug classes.
I think that there should be some kind of "low-level" drugs, and you think too, otherwise you wouldnt have suggested to add Painkillers (that you described as a sort of "weak Psycho").

And for the Psycho stuff:
Damn, i thought it was also Painkiller ;)
Title: Re: New item - painkillers
Post by: Wallace on September 24, 2011, 04:57:24 pm
I meant not to implement different classes for one drug (like Abe said Mentats and coffee would be different class of nearly the same drug) but of course all drugs would have their tiers (craftable by different level of doctor's profession)

Now i hope i've stated everything clearly enough  8)
Title: Re: New item - painkillers
Post by: Grommok on September 24, 2011, 07:20:05 pm
Oh, now i understood.
Different types of the same drug? Sound a bit... dangerous.
Title: Re: New item - painkillers
Post by: Wallace on September 24, 2011, 07:37:18 pm
I still don't know if we understand each other

I meant not to implement different classes for one drug (...)

Mixing any drugs for whatever effects the players desire would be okay with some handicaps (like overdose system similar from Tactics)
Title: Re: New item - painkillers
Post by: Grommok on September 25, 2011, 02:28:45 pm
Now i've understood. I think i will shut up for awhile, otherwise i might say something else wrong  ;D