Premises:
1) Drug usage should not harm the PvP (it is at the moment, because their bad effects cause more waiting than fighting)
2) Drugs should support of variety builds and gameplays, not the uniformity like now (250 HP and 16 AP)
3) There should exist 3 cathegory of drugs: weak without or with small bad effect, with moderate bad effect and with 100 percent chance of bad addiction
4) Less drugs you use at one moment => more predictable effects, more drugs at the moment => less predictable
5) Preserve 2 reason why use drugs: fight and if you dont have attributes and you want profession
Drugs are something like traits: it gives you some
advantage and some disadvantage. Current drug system is designed for Fallout OFLINE game, not online. Their bad effects appears after the boost. In ofline game, you spend that time by traveling on world map, chatting with NPC, in general, you tried to avoid the situation, where your char with bad effect will be affected by this. In Fonline, this means, that you are waiting even if you want to fight.
So drugs should be remade to be Fallout ONLINE combatible.
Solution:
1) Each drug should raise only one SPECIAL skill atribute (except mentat-charisma and int.)
2) Moderate and strong drugs should cause drop of another SPECIAL attribute, but bigger than positive effect of that drug => good and bad effect of addiction at same time
3) Drugs should exist in 2 forms.. natural and concentrate (destiled/purified)
Drugs specific: A)
Effects:
* weak without bad effect (or with equal like positive one)
* moderate with bad effect + possibility of addiction
* strong (heavy? )with bad effect + 100 percent chance of addiction
B)
Economy:
* natural: cheaper, but time effect is quicker
* purified: expensive, time offect is longer (i.e.: you will need 5x more basic drugs (or similar res) than purified, but only 2x longer effect)
C)
SPECIAL:
STRENGHT: Weak and Natural
: Booze + 1 ST, -1 PE *note: best booze, longer effect
Moderate and Purified: Buffout +2 ST, -3 AP
PERCEPTION: Weak and Natural: Ciggarets +1 PE
ENDURANCE:
CHARISMA: Weak and Natural: Whiskey +1 CH
Moderate and Purified: Mentats +2 IN 2+ CHAR - 3 PE
INTELIGENCE: Weak and Natural: Coke(Guaranna) +1 IN
Moderate and Purified: Mentats +2 IN 2+ CHAR - 3 PE
AGILITY: Weak and Natural: Nuka Cola +1 AG
LUCK: Sex?.. Trading card minigame?
other effects:
Action Points: Strong and purified: Jet +3 AP - 25 percent of chance to hit (with maximum of 95 pecent, after jet you will have 70 percent, after 2 jets only 45, does not depends on distance of your victim)
Resistance: Moderate and Purified: Psycho + ... DMG resistance but - 1/3 damage you will do
D)
Drug combination: 1) Max 2 same drugs at one moment (third, fourth,.. will be without effect) = like current state
2) Hangover: If you take 2 or more drugs (except weak ones), it will have this consequences:
2 drugs: HP fluctuating in range of 5-15 and -1 AP
3 drugs: HP fluctuating in range of 16-29 and -2AP
4 drugs: HP fluctuatng in range of 30-50 and -3 AP
5 drugs: HP f. 51-75 and -4 AP
E)
Traits:
Current junkie traits should be remade:
a) shorter effect of drugs but you can use one more free drug in "hangover" calculation (so instead of 1 free drug you will have 2 without effect)
b) longer effect of drugs but you will have not free drug in calculation of hangover effect
-------------> This changes will (i hope) change aproach of using drugs - instead of creating powerbuilds, you will be able to use special drug in special situation..
You need to run away from enemy? take psycho, but you will lost your firepower.
You want to be quicker twice as you enemy? Ok, but your hands will shake like 80 old man's hands.
etc. etc..