Smuggler Archive

Thread: New Spice Ideas

Famas
Sun Aug 07, 2005 2:28 am
#1

The problem with spices in-game now is that only 2 are really useful. All of them have the same boring effect of messing with the ham bars in some way.


How about some new non-combat related spices?


We could have dancer/musician spices that tweak inspiration buffs in some way with a downer that throws the action/mind bar(s) down to nothing.

We could have crafting spices that increase chances of experimentation with a downer cost of a crafting time delay.

We could have medical spices that increase healer range.




Theres tons of possibilities. Drugs can do many things like increase creativity, reduce pain, reduce self-consciousness, and also in general, tweak someone out to an extreme extent. Why cant such things happen with spices also?







Famas Stari **Jedi**
Adra Stari **Master Smuggler**
Iawo
Sun Aug 07, 2005 5:51 am
#2



I was thinking about that too. We need more spices with mods other than +health -mind regen or whatever. The current spices just prove that they wanted a quick fix instead of thinking it through.


Things like:


+25 Healing Eff, -50 melee defense (You become so concentrated as a healer that you forget about your own wellbeing.)


+dancing or musician mods, -15% action regen (You become the center of attention and develop stagefright)


+25 melee defense, -25 melee speed (You become paranoid about staying alive.)


+25 general ranged accuracy, -5 general ranged speed (You zone in on your targets.)


+20 general ranged speed, +20 melee speed, -25 melee accuracy, -25 general ranged accuracy. (You become reckless.)


Etc. might make spices a little more competitive with foods.

Message Edited by Iawo on 08-07-2005 07:55 AM

Message Edited by Iawo on 08-07-2005 07:55 AM



Iawo Eatevai
Zabrak Rebel Smuggler
Crimson Phoenix Ace

I thought the NGE couldn't be any worse than the CU, but I was wrong.

PlanetSide names: Reeb - Emerald TR, Reebx - Emerald NC
BailorJayssek
Sun Aug 07, 2005 7:07 pm
#3

SPICE EXPERIMENTATION!


Instead of crafting, let us just EXPERIMENT on the spice. Of course, variety would be great--each class should have a type of spice that applies to it (except perhaps Politician. we don't want a bunch of Marion Barries running around)


Here's the experimentation scenario:


You've acquired some spice (or crafted, if my imaginary system is still under the current system). You want to experiment on it. So, you open up your Food/Chemical Crafting Tool. Selecting the appropriate spice, you arrive at your ingredients interface.


You are using a middle-level spice, so it asks that you insert 4 units of spice and, say, 5 units of reactive gas. When all is said and done, you end up with 1 unit of spice upon which you can now experiment. Each spice would boost TWO stats (not 3) and lower ONE (the standard downer). You can experiment on one or both stats, but each boost to that stat can either increase the stat AND increase the downer, orcanfail (in which case the stat is lowered AND the downer increased)


So, you can crank out your newly-experimented spice with your personal name on it, the stats a bit different, catering to a different market than the raw stuff. However, you can only create it at 1/4 the rate of the raw stuff, as each unit of YOUR spice requires 4 units of raw (less for lower spices, not lower than 2, more for higher, not more than 10)
DrDhax
Mon Aug 08, 2005 12:53 am
#4






Famas wrote:


Theres tons of possibilities. Drugs can do many things like increase creativity, reduce pain, reduce self-consciousness, and also in general, tweak someone out to an extreme extent. Why cant such things happen with spices also?




Or with developers.

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