Smuggler Archive
Thread: My ideas for spices
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KincaideStrangeways
Thu Jul 01, 2004 7:55 am
#27
Thanx for the continuing replies guys. It's nice to see how well recieved they are even though I'm not a smuggler myself.
I hope the devs have seen or been aware of this post even if the ideas it contains are too complex to do for them. I was thinking about throwing it into the In Concept forum.
The accumulating downtimer just makes more sense to me. I never liked the idea of having to go through a downer every single time you spice. IRL when a person starts coming down they simply take another hit. I also think the length and effects strength of any downtime should be variable according to the type, concentration and mix of spices one takes.
The Psychotic episode is a sticking point for a few people though I personally think it would be a great addition to the game. I'm hoping those people are in the minority because there does need to be some sort of risk to taking spices, and with the ability to delay the downtime there needs to be something that can happen at anytime.
Again thanx for the awesome support guys and keep them replies coming.
Uther27
Thu Jul 01, 2004 10:24 am
#28
Just some thoughts I had while reading through the list. All in all I see a ton of great ideas.
I really like the idea of making many different spice cocktails with various spices that affect one particular thing. The only problem that really happens is that it'll make it a bit resource intensive when you start making large amounts of a popular drug - i.e. to duplicate Muon Gold we'd have to make factory runs of three different things then one more combination run to make the cocktail. That's just an observation, and it's not neccesarily a bad thing just something people will complain about. Especially depending on the ease of manufacture of the base components.
On experimentation, I'm on the fence. I've seen what experimentation can do to people searching for that last little SEA so that they can be maxed out. I've also seen the superior products that they produce. I really don't think that smugglers need to be worrying about that with the other ideas you have thrown out already, there is a huge amount of differenct cocktails that you can make with just running a few combinations of the nine attribute boosting stuff let alone skill enhancing spices as well.
I have to agree with the psychotic espisode being available. That would just too funny to see happening. Another way to do that though, instead of making it a bad reaction to overmixing. Let's take the whole addiction thing to the final stage. Let's make the psychotic epsiode possible if you just go too long without letting your body come down. Depending on one's base stats and the boosts they are receiving, with a little bit of randomness thrown in just for kicks I could see a max time formula in the works that would be the ABSOLUTE longest time your toon can take it before they snap. Maybe somewhere in the neighborhood of 24-48 hours of continually going without ever letting you toon clean out their system. At the end of the maximum time your character starts behaving ... oddly. Random emotes start. Then the invisible attackers come out of no where thensuddenly despawn when you start to attack... Words start to not make any more sense... Time to go to the doctor!!! If you do not go at this time, time to start taking wounds.
I love it, let's keep the ideas going.
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