Smuggler Archive

Thread: My suggested solution to spice stacking: OVERDOSE

SwenLaransa
Fri May 20, 2005 11:47 am
#14

God, I'd love to have spice experimentation. Two lines to work on, purity and strength. Yes God, I'm talking to you. I know you sniff my packets your voyeuristic deity you. Make the sony people listen.

Strength affects duration and actual % adjustments. In short the higher the strength the higher all the positive effects. Purity affects downer duration, negative % adjustments, and overdose chances. Basically all negative aspects of spice.

This would give some difference between smugglers pimping their wares. You could go to the guy who's pixie will give you real ultimate power, but you're probably gunna die. Or you can go with the more respectable street doc who's booster blue still does the trick, but won't take you out for the count.




Swen Laransa
Fish of the Force & Smuggler at Heart

Anoron
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KwoTon
Fri May 20, 2005 1:11 pm
#15

I rather like that idea, maybe smugglers & combat medics (being slightly similar to our chemical thing) should be able to see how borked or unborked they are?



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Bigwheeler
Sat May 21, 2005 12:03 am
#16

Spice shouldn't be experemental, think real world here for a second, if you have spice and its not doing the trick or you what a "bigger" buzz what do you do? You mix it stronger, add more of the product in and less of the filler. so instead of exp on spice say you have 100 units of muon, now say that the minimum is 20 units of muon to actually feel a buzz, you want to make some decent stuff so add in 40 units of muon then add 60 units of a filler and you have some decent spice. Add that in to the whole overdose thing and you'll be good to go, oh and 100 units of muon would be instant death so no doing that.
Saarek
Sat May 21, 2005 12:11 am
#17

mmMMMmMMMmm instant death...





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joemonkey
Mon May 23, 2005 1:06 am
#18

hmm cute idea and all - but arent you guys smugglers? why would you want a nerf that is bringing you guys money finally



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Caelrie
Mon May 23, 2005 1:07 am
#19

I like the overdose idea. There will be nerf to spice stacking coming, and I'd rather see this idea than just go back to the old way where it was 1 spice and that's it.
Nicolas_Frost
Mon May 23, 2005 1:16 am
#20


Jaguarrr wrote:
*runs back to his factorys to complete the all spices available collection*




I beat you to that!

Anyway, I like the "Overdose" idea, but instead of all spices raising your Overdose chance equally, have spices raise your Overdose probably based on how strong the spice is. Basicly put, you'll be more likely to overdose if you take Neutron Pixie, Muon Gold, and Booster Blue simultaniously than you would if you'd taken Scramjet, ShadowPaw, and Grey Gabaki all at once.

It could be similar to your stomach meters, except instead of how full you are, it'd measure how high you are, lets call this your "Toxcicity". Reaching 100% Toxcicity in your bloodstream means you're in for a potentially fatal Overdose very shortly.

So, if you reach that 100% Toxcicity mark, you instantly Overdose, but anything below it simply shows how *likely* you are to Overdose.

Another thing which might be interesting would be to make it so that when you get over 50-65% Toxcicity, you're more likely to recieve diseases, poisons, harder to counter state effects(sorta like saying you're so high you're already a little dazed, and that last blow to your head didn't help much; or saying that its harder to counter "Blind" because you're already seeing weird shapes and colors, that you're not even sure are really there).



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Caelrie
Mon May 23, 2005 2:31 am
#21

It's over already. Testers saying it's back to the 1 spice rule in the next publish.
Mythor
Mon May 23, 2005 2:39 am
#22

I doubt they'd put overdosing in. Spices themselves are already a wee bit controversial with the whole "doing drugs" thing, I really doubt SOE wants a bunch of publicity from people doing a bunch of drugs in game and dying in droves for a laugh.
Because you know people will do it.

Stacking needs to go, though I'd suggest that during the "downer" time, you should then be allowed to take another "hit" to keep the buzz flowing. Any time remaining on the downer gets added to the end of the current buzz. So if you're habitually popping pixies for hours on end, you're going to be well stuffed for a long time when you're done... Or you can let some of the downer timer tick down, then take some more to get back to it the next day, etc.

No stacking, no need to panic if your spice runs out mid-combat, and those smugglers who sell spice will be able to sell plenty still, as people will be more inclined to pop them a bit more regularly, because they don't have to put up with downers right away.
Pawnbroker-DC
Mon May 23, 2005 5:10 am
#23

Same game different method, end result no more balance to SWG than we had 2 months ago.


LOL the CU wasn't balanced before spices....game swung wildly from melee to ranged and i can do more damage with a CDEF than a lightsaber...spices just make it so i can survive 1000pt hits from a master rifleman



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Jaguarrr
Mon May 23, 2005 12:40 pm
#24

Overdose -> high chance of instant death or if lucky50% penality on all stats.


Experimenting on spice will be a waste of dev-time, we will smuggle it in the future, and not craft it. And only one spice at a time leaves us with the one spice worth it again... Neutron Pixie, and the other now and then odd Booster or Muon sell.




*runs back to his factorys to complete the all spices available collection*



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djlowballer
Mon May 23, 2005 1:01 pm
#25



Mythor wrote:
I doubt they'd put overdosing in. Spices themselves are already a wee bit controversial with the whole "doing drugs" thing, I really doubt SOE wants a bunch of publicity from people doing a bunch of drugs in game and dying in droves for a laugh.
Because you know people will do it.

Stacking needs to go, though I'd suggest that during the "downer" time, you should then be allowed to take another "hit" to keep the buzz flowing. Any time remaining on the downer gets added to the end of the current buzz. So if you're habitually popping pixies for hours on end, you're going to be well stuffed for a long time when you're done... Or you can let some of the downer timer tick down, then take some more to get back to it the next day, etc.

No stacking, no need to panic if your spice runs out mid-combat, and those smugglers who sell spice will be able to sell plenty still, as people will be more inclined to pop them a bit more regularly, because they don't have to put up with downers right away.




You know, I would have thought the same thing about overdosing, until SOE released an expansion about slavery and poaching in an environment
Mentski
Mon May 23, 2005 2:26 pm
#26






MsNiL wrote:

Hillarious!


I see the potential abuse of "safe overdosing" away from battle.


So it should be death (not incap) so all current buffs are instantly removed when overdose happens.
Also a longweaken (15-30min?) is important to avoid having a doctor next to you, reviving until you are sucessful.







I'd go as far as making the OD a random effect that could happen at ANY TIME during the periond of the stackedspice buff.


Ever hear the phrase "you're on borrowed time"? drop too much spice, and you effectively are...




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