fodev.net

Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Wallace on November 11, 2011, 11:10:22 pm

Title: Afterburner drug
Post by: Wallace 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
Title: Re: Afterburner drug
Post by: Wipe on November 11, 2011, 11:18:25 pm
"Let's make Jet without permaddiction and put fake downside into effect time!"

Do not want.
Title: Re: Afterburner drug
Post by: Grommok 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]
Title: Re: Afterburner drug
Post by: Tomowolf 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.)
Title: Re: Afterburner drug
Post by: ThePhoenix77 on November 12, 2011, 12:55:03 pm
I would like to see more items from FT make it into FOnline.
Title: Re: Afterburner drug
Post by: Senocular on November 12, 2011, 02:27:12 pm
Drugs shouldn't ever give downsides when taken. Only withdrawal effects should be negative.
Title: Re: Afterburner drug
Post by: Crazy 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.
Title: Re: Afterburner drug
Post by: Solar 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.
Title: Re: Afterburner drug
Post by: Savager on November 12, 2011, 02:46:21 pm
Having some things from FT whould be cool, more content -> better.
Title: Re: Afterburner drug
Post by: Crazy 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)
Title: Re: Afterburner drug
Post by: Grommok 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.
Title: Re: Afterburner drug
Post by: Chrupek 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.
Title: Re: Afterburner drug
Post by: Senocular 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.
Title: Re: Afterburner drug
Post by: Solar 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.
Title: Re: Afterburner drug
Post by: T-888 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.
Title: Re: Afterburner drug
Post by: avv on November 13, 2011, 10:21:43 am
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.

Yes there could be three hard drugs that you can't take more than 1. Hard drugs could be psycho, jet and buffout. Nuka, cigs, beer and mentats could be soft drugs which one could take as much as he wants.
Title: Re: Afterburner drug
Post by: T-888 on November 13, 2011, 12:15:29 pm
Yes there could be three hard drugs that you can't take more than 1. Hard drugs could be psycho, jet and buffout. Nuka, cigs, beer and mentats could be soft drugs which one could take as much as he wants.

Yes , this kinda system would be very good.
Title: Re: Afterburner drug
Post by: Wallace on November 13, 2011, 02:15:42 pm
Unfortunately "overdose" system has been rejected by the devs... i cannot fathom why

Right now a character can take everything and be even more chem soaked than a sponge in toxic waste dump

Hard and soft drug could be a good idea... if the current drugs were balanced towards it (so you'd have a real hard time deciding whether to take Psycho, Jet or Voodoo [i hope it would get implemented too =P ])
Title: Re: Afterburner drug
Post by: Tomowolf on November 14, 2011, 03:23:29 pm
Yes there could be three hard drugs that you can't take more than 1. Hard drugs could be psycho, jet and buffout. Nuka, cigs, beer and mentats could be soft drugs which one could take as much as he wants.
This.
Always wanted to say it.
There could be some rules for taking "hard drugs" such like: jet, buffout, mentats, psycho could be taken only with good Endurance formula example 1 drug per 3 points into endurance, so tanks could take whole set and snipers only some - this could balance whole thing a bit(or unbalance).
Title: Re: Afterburner drug
Post by: T-888 on November 14, 2011, 04:05:45 pm
Unfortunately "overdose" system has been rejected by the devs... i cannot fathom why

Right now a character can take everything and be even more chem soaked than a sponge in toxic waste dump

Hard and soft drug could be a good idea... if the current drugs were balanced towards it (so you'd have a real hard time deciding whether to take Psycho, Jet or Voodoo [i hope it would get implemented too =P ])

Well without any doubt we agree on hard and soft drugs with an overdose system.

I suppose we will have to break solars nec... i mean motivate him for this to be implemented. :)\

btw your after burner gum could fit nicely in soft drugs.
Title: Re: Afterburner drug
Post by: Sarakin on November 14, 2011, 06:11:55 pm
Soft and Hard drug division would be an option if we got more drugs to use.
I dont agree with you Crazy, there are multiple "drug sets" that are being taken nowadays, not just all or nothing. Moreover, if you take all drugs, sure, you get some benefits, but they have not that big impact on character´s performance like they had some seasons ago. And dont forget, it comes with a price. If we get stable economy, one might consider what to take in order to save some caps.
Overdose is just a bad mechanism that would bring frustration into gameplay. ("gonna take drugs.. arggghh ! overdosed ! cant play with this char anymore")
Negative withdrawal effect was utterly bad back then, when it was like Solar said, 10 minutes of fighting, 30 minutes of watching time / relogging another char.

On topic: Change the effect and it can be useful
Title: Re: Afterburner drug
Post by: Wallace on November 15, 2011, 03:08:53 am
Well without any doubt we agree on hard and soft drugs with an overdose system.

I suppose we will have to break solars nec... i mean motivate him for this to be implemented. :)\

btw your after burner gum could fit nicely in soft drugs.

Gimme a moment for i'm still shocked we actually agree on something...

Well in an overdose system every drud would have it's points (the harder the more points)
Points are added up and when they surpass Endurance you pass out (so there wouldn't be a need for drugs being limitet to single use only as they are now)

and btw... afterburner could work slightly different than Jet i just pointed my suggestion
Title: Re: Afterburner drug
Post by: Grommok on November 15, 2011, 01:58:16 pm
Pass out? I thought overdose actually could kill you.
Ok, one step at a time...
Title: Re: Afterburner drug
Post by: T-888 on November 15, 2011, 02:53:15 pm
Overdose is just a bad mechanism that would bring frustration into gameplay. ("gonna take drugs.. arggghh ! overdosed ! cant play with this char anymore")

What ? Frustration into gameplay ? Oh well i'm sorry , but there has to be some way to limit the amount of drugs a player can take otherwise we will see builds like this " 10 10 10 5 10 10 6 "
Title: Re: Afterburner drug
Post by: Crazy on November 15, 2011, 03:16:53 pm
What ? Frustration into gameplay ? Oh well i'm sorry , but there has to be some way to limit the amount of drugs a player can take otherwise we will see builds like this " 10 10 10 5 10 10 6 "

There is a difference between "that does nothing" and "you overdosed and died."
Title: Re: Afterburner drug
Post by: Mr Feltzer on November 26, 2011, 12:51:16 pm
(http://www.techimo.com/forum/attachments/imo-community/23034d1265500663-silly-stuff-first-i-like.jpg)