Smuggler Archive
Thread: New Detailed Spice re-work proposal (long)
( kudos, kowtows and acknowledgements to Caylin, Snaproll, Baroun, Raanan and
all of the smuggling Community. I eclecticly stole from all , but blame me
for anything you don't like)
Prospective roster of spices
+200 Health
Duration 300 Sec.
Special :No Battle Fatigue Generated While in force
+250 Action
Duration 300 Sec.
Special : resets Burst run "counter" in half
+ 300 Mind
Duration 300 Sec
Special :None
Novice spice downers have *NO* negative downer effect)
Spices Level 1
+500 Focus Duration 500
Special: None
+300 Strength Duration 700
Special 50% wound reduction while "up"
+250 Quickness +250 Stamina Duration 600
Special: Melee weapon (i.e Brawler) accuracy +15
Spice level 2
+200 Health +500 Con Duration 600
Special:none
+600 Mind +200 focus Duration 400
Special: Ranged weapon speed reduction (20 %?)
Action +400 Quickness +400 Duration 600
special : Ranged weapon accuracy (+15)
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Spice Level 3
Sedative 4b
+400 Health +300 Constitution Duration 600
Special: Stun Damage Mitigation
+ 200 Action +400 Stamina Duration 700
Special: Disease Mitigation
+250 Focus +250 Will Duration 600
Special: Poison Mitigation
Spice Level 4
Yarrock
+250 mind +200 Focus +200 Willpower Duration 600
Special: Defense vs Kinetic
Zylopene Droid Lube
+250 Health +250 Stength +250 Constitution Duration 600
Special: Defense vs Heat
Jade Bantha
+350 Action +200 Quickness +200 Stamina Duration 500
Special 500
Special: Defense vs Acid
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Spice Master Smuggler
Muon Gold
+500 Mind +500 Focus +500 Willpower Duration 600
Special: Defense Energy
Neutron Pixie
+1000 Health +200 Strength +500 Action +50 Quickness +50 Stamina Duration 800
Special Defense vs Cold
Glitterstim
(as determined by the devs)
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How I'd make shorter downers , great bonuses and longer durations available
(and thereby make spices less cooki cutter)
As to Downer reduction I'd do the following
I'd change the ingredients on a few spices so that there are at least 2 levels of
specificity from the base level spice components
Lets take our favorite grind spice Shadowpaw for example: It takes
25 Organic and 5 metal to craft a unit of Shadowpaw
But what if you get closer to the "actual" recipe of Shadowpaw
Which say is , say
25 Avian Meat & 5 Copper
or you even get closer to the exact recipe which is , say
25 Corellian Avian Meat & 5 Polysteel Copper
and with each level of specificity that you go up on each component
you recieve 25% reduction on the length of the downer.
I don't care if it's uber polysteel or utter shyte... just using the right ingredients
gets you the bonus , and doesn't turn us into mining fanatics
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As to extending the sTrength of the Effect , the strength of the special, and / or
the Duration of the "high"
We have those lovely spice experimentation points ,
let us use them for a Maximum doubling of the effect
or Doubling of the Duration or doubling of the "special effect"
if you throw it all into one column at Master Smuggler.
Again I advocate that ingredient quality should NOT factor into the
experimentation roll. Perhaps the quality of the Food and chemical crafting Tool
And perhaps require a Food and Chemical Crafting Station for the "level of specificity"
downer reduction explained above
And I apologized for the lack of imagination on the "specials" for the spices.
I appropriated wholesale from Caylins proposal and did all I could to avoid duplicate
Chef items.
Message Edited by Raanan on 05-13-2004 08:46 PM