Smuggler Archive
Thread: A new way to look at Spice...
Bunkermaster wrote:
from a PvP player point of view, the spice is THE little something you need to get going if the battle is turning against you. Doctor buff, couple brandy, couple canape, music/dance buff and if it goes wrong pop a muon or a pixie in case things look bad.
Problem is 90% of the spices available are USELESS. Nuff said.
Bumkermaster:
This is what I'm thinking... spice can work as a steroid (that quick boost with a painful after effect) and still beviable. But to create a market for it that neither competes with food nor affectsa chef's market it needs to have its own seperate sphere. This is why I pointed towards mods. Yes some foods affect mods... but if spices were to concentrate on more drastic Mod adjustments and have more drastic side effects it would open up a market for them.
In a PvP sense... two Riflemen are facing off. Both have great doc buffs, both have great entertainer buffs, both have strong brandy and canape going. Now the choice is... hit spice to increase regen? or hit spice to increase Ranged Mitigation. Do I need more of a pool, or a better defense against his attack? It's a way of looking at you're entire character a bit differently to allow for more involved gameplay.
Similarly... a doc is wasting away over his resources trying to determine the best way to get his Buff's that much more potent. He pops a spice and is temporarily given a bonus to his experimentation roll. Afterwards he carries the signs of having spiced... maybe more visibility as a spice user and a WOUND hit from the downer. The spice is important to keep his business on the edge, but is also costly in the end.
I'm developing ends of this idea as I go, I'm sure you can see that in this post. If there's interest in this, maybe even a chance of its viability I'd love to write up a proposal for the community. I need a nice break this weekend - ![]()
-WB