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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: .WarChanges on September 25, 2010, 07:46:15 am

Title: Poisoning Weapons
Post by: .WarChanges on September 25, 2010, 07:46:15 am
The title says it all.
Now before you dismiss the idea entirely for being over powered or simply useless let me tell you why it would be a good feature:

1) It also makes sense. If I killed a radscorpion and had something such as a spear I wouldn't think twice before smearing it with poison. Likewise with a floater. The idea of poisoning a weapon isn't outlandish or uncommon and I think it would suit the setting of Fallout perfectly.

2) It would mean that a couple of weapons would become more powerful and chosen because of their ability to be poisoned. Melee weapons in general would be more effective and I for one think that they could be a little more powerful at the moment.

Here is a list of a possible poisonable weapons:

- Combat Knife
- Knife
- Needler Pistol
- Ripper
- Sharpened pole
- Sharpened spear
- Shiv
- Spear
- Switchblade
- Throwing Knife

3) It would also give a better use for antidotes. In the current state FOnline is, you usually just kill yourself if you want to get rid of poison since no one makes antidotes. This would change that meaning that an already implemented feature of FOnline would become even more useful.

4) There could also be different levels of poison. I've heard once or twice from people that floater poison appears to be much more potent than radscorpion poison.

5) Along with all that there are also one or two perks that would become alot more useful (such as snake-eater, giving a bit more resistance against poison). Meaning there would be more options and therefore more variety amonst peoples choices. Some options such as toughness and better criticals sometimes seem to be too effective and therefore common compared to many other perks.

6) When and if it comes to it, I don't think that it would be that hard to code in (given my somewhat limited knowledge of the engine I may be incorrect).

7) The required skill to cococt poison, whether that it is science or outdoorsman would have a useful addition is poisoning is implemented. The required profession would also benefit from it. You could create some poison for yourself, for bartering or for the use of a gang.

8) More teamwork! Having a doctor around or someone with a good outdoorsman would definately be useful should you came face to face with a rival gang carrying poisoned weapons.

Anyone else think this could work?
Title: Re: Poisoning Weapons
Post by: runboy93 on September 25, 2010, 10:29:58 am
I can think this to primitive weapons, because they lot make poisonous weapons in history.
Spears and knifes should be just use poison.

And this suggestion would add new item to FOnline
Poison! http://fallout.wikia.com/wiki/Poison (http://fallout.wikia.com/wiki/Poison)
Title: Re: Poisoning Weapons
Post by: Solar on September 25, 2010, 04:32:06 pm
Yes, we discussed this recently. Though we included poison for needlers aswell as the melee stuff.

The poison system is a bit odd at the moment, so I don't expect anything to be done before thats reworked (eventually)
Title: Re: Poisoning Weapons
Post by: .WarChanges on September 25, 2010, 11:07:19 pm
Well it's nice to know that it may be implemented anyway.
I don't think I've ever seen anyone use the needler...
Title: Re: Poisoning Weapons
Post by: Slaver Snipe on September 25, 2010, 11:37:43 pm
I use needlers on mercs once in awhile, perhaps the needler could lower str or endurance by 1 or make AP regenerate a little slower?
Title: Re: Poisoning Weapons
Post by: barter1113 on September 28, 2010, 03:14:39 pm
Very nice - 10/10.
Title: Re: Poisoning Weapons
Post by: kraskish on September 28, 2010, 06:47:59 pm
Definitely the venomous spear/sharpened spear (or just 1), hell yeah  8) The poison damage would stack but I guess such a spear should either have the damage of a spear or deteriorate
Title: Re: Poisoning Weapons
Post by: namenotfound on October 05, 2010, 02:51:57 am
Yes, we discussed this recently. Though we included poison for needlers aswell as the melee stuff.

The poison system is a bit odd at the moment, so I don't expect anything to be done before thats reworked (eventually)
well if you adding that way not add stim amm in nidlers and  phyco and superstims -  the stim ammo woud  heal you olny about 10 hp because it hurts as much as it heals   super stims woud heal about 100  each  there the real good ammo that all so have the side effect of the hp after you use them and  phy co amo dost the same as Normy phyco buy can be fired  throw a niddler
Title: Re: Poisoning Weapons
Post by: LagMaster on October 06, 2010, 07:46:32 am
Yes, we discussed this recently. Though we included poison for needlers aswell as the melee stuff.

The poison system is a bit odd at the moment, so I don't expect anything to be done before thats reworked (eventually)
the poison sistem works well, Solar, you are poisoned,you love 1 HP every 1 min untill you are out of poison in your sistem