Smuggler Archive

Thread: New Detailed Spice re-work proposal (long)

Mi-T-Feesh
Thu May 13, 2004 2:58 pm
#1

Evening more detailed and involved!


( 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


Novice


Hortus *new*
+200 Health
Duration 300 Sec.
Special :No Battle Fatigue Generated While in force


Gafro *new*
+250 Action
Duration 300 Sec.
Special : resets Burst run "counter" in half


Eye of Chort *new*
+ 300 Mind
Duration 300 Sec
Special :None


(note that out side of the time prohibition of no new spice intake during the downer
Novice spice downers have *NO* negative downer effect)

__________________________________________
Spices Level 1


Grey Gabaki
+500 Focus Duration 500
Special: None


Scramjet
+300 Strength Duration 700
Special 50% wound reduction while "up"


ShadowPaw
+250 Quickness +250 Stamina Duration 600
Special: Melee weapon (i.e Brawler) accuracy +15

_________________________________________
Spice level 2


Sweet Blossom
+200 Health +500 Con Duration 600
Special:none


ThrusterHead
+600 Mind +200 focus Duration 400
Special: Ranged weapon speed reduction (20 %?)


Booster Blue
Action +400 Quickness +400 Duration 600
special : Ranged weapon accuracy (+15)


_______________________________________
Spice Level 3


Sedative 4b
+400 Health +300 Constitution Duration 600
Special: Stun Damage Mitigation


Erek Crystal *New*
+ 200 Action +400 Stamina Duration 700
Special: Disease Mitigation


Liik *new*
+250 Focus +250 Will Duration 600
Special: Poison Mitigation



"you can have my laser knife when you pry it from my cold dead hands"
Mi-T-Feesh
Thu May 13, 2004 3:00 pm
#2

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
_____________________________________
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)



___________________________________



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
________________________________________________________


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.






"you can have my laser knife when you pry it from my cold dead hands"
Mi-T-Feesh
Thu May 13, 2004 3:05 pm
#3

Submitted in the spirit of reducing redundancy in the current spice tree and keeping us close to the way spice currently is "crafted"



"you can have my laser knife when you pry it from my cold dead hands"
Raanan
Thu May 13, 2004 9:40 pm
#4


Very nice The special bonuses the spices have give all of the spices a use from novice up. I'ld be happy with those though, if the devs make glitterstim a jedi spice, you'll never find a dose of it with me as the object creator. Jeez, making jedi druggies... drugs are for those withOUT special powers lol Anyway, I'm getting off topic. The point is, I like it. Now if we can get the devs to add spice addiction, spices would be an incredibly cool part of the game even if it is virtual drug pushing


Oh, one thing though. On the specificity of the resources thing, I really like the idea but it would serve no real purpose if spice addiction is implemented. Rather, I would say replace expirimentation with specificity of resources as per your idea. It would be a unique system we smugglers could have all to ourselves


I had more to say but I've got to get some stuff taken care of before I take my parents to the airport. Damn real life getting in the way of gaming... what's this world coming to?

Message Edited by Raanan on 05-13-2004 08:46 PM




*******************************************************
Explorer 80% - Socializer 53% - Killer 40% - Achiever 26%
Player type

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
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