Smuggler Archive

Thread: Spice for the revamp

Mi-T-Feesh
Tue May 11, 2004 8:37 am
#1

Spices as they exist currently


I've been looking over the spices as they currently exist and believe I have broken down
the "types of spices" into several categories

(all this information bassed off Snaprolls most excellent guide and Caylins update of same)

Type 1 <Spam spices>
Grey Gabaki / Pryepenol/Scramjet/Gunjack

These Spices provide a boost to the "middle stat" allowing for greater use of specials
as specials are currently implemented. There currently is no stand alone Quickness spice


Type 2 <Regen &/or Regen-Heal>
SweetBlossom/ Sedative h4B

Both give a substantial bump to both the base HAM stat and the regen stat.
Both are Health based and nothing really comparable in Action or Mind realms


Type 3 <Spam and Heal>
Shadowpaw/ Giggledust/ Crash & Burn/ Thruster Head/ Booster Blue

Good boost to primary and middle stat
No Health spice in this category


Type 4 <Mini>
Yarrock/ Zylopene Droid Lube

Smaller boost to all 3 stats in the individual HAM cluster
No action spice of this type


Type 5 <Mega Spice>
Muon Gold / Neutron Pixie (AND the soon to be added GlitterStim)

Substantive boost on 3 or more stats.
____________________________________________
From my analysis of Snaprolls commentary I note following duplications/ flaws <at first glance>

1) Shadow Paw and Giggle dust are very similar with different minor negatives

2) Pryepenol is essentially less useful than Scramjet and it's crafted at a higher level

3) Crash & burn is less powerful than Thrusterhead and has negative action numbers .
______________________________________________

Now with the change to the Combat Balance , and our Revamp coming afterwards
I have several questions

Will a "spam" spice be of any utility ?


Do we want to clean up the spice tree and make it more "logical"?

Do we want specials ( like some of the Chef items and some of the Spice proposals )
associated with the "new spices"? Stat Defenses? Heals/ mitigationslike the new Liik?


My sense of the discussion is that the community is split as to crafting spice
or smuggling spice is the way to go.


If we are going to stick with the way spices currently are handled
(i.e we craft them from any materials) I propose the following as possible partial steps



  1. 3 spices per level Novice- spice 1-4 and Master for a total of 18 spices

2.Lose Giggledust, Pryepenol, Crash and Burn as duplicates


3.Possibly lose or change the remaining spam spices
(on the theory that thay will have less utility when the handling of HAM Regen
changes with the combat balance)



I'd like to see these broad categories of spice, one for each HAM cluster

Heal -boost to primary
Regen -boost to 3rd stat
Heal/Regen -boost to 1st and 3rd stat
Spam/Regen -boost to 2nd and third stat
mini -good boost to all 3 stats in a 'cluster'
Mega-good or great to 3 of a cluster or more


with one spice per level that has the special abilities like have been proposed
for Liik and glitterstim


Additional "specials"

Just off the top of my head

Battle fatigue generated 1/2 as fast during spices up period
Disease Mitigation (Mind specific <sorry CM's!>
perhaps a double edged special + to unarmed combat damage but you take heavier wounds


Anyway , thats my thoughts on it...
Over analyize ? Me never !!!!



"you can have my laser knife when you pry it from my cold dead hands"
Mi-T-Feesh
Tue May 11, 2004 2:21 pm
#2

<cricket chirping in meadow>


Another question for you all ...


As a non power gamer , do you think that spices as constituted currently would become competitive if smugglers could thru experimentation


  • Double the "bump"

  • double the duration

  • cut downer time or effect in half?

Any thoughts




"you can have my laser knife when you pry it from my cold dead hands"
Anubi
Tue May 11, 2004 2:28 pm
#3

Looks like you put more thought into this than the devs did...


That having been said, I do not think that spices will ever become sellable until experimentation is implimented (increased effect, duration, lower downer, shorter downer duration) and allows for a bigger bump than chef buffs. As it stands, even with requiring no stomach and stacking with all other buffs, the downers make them undesirable for most players.



Ramon Sevigne, VP Resource Development, Pariah Inc.
Etienne Sevigne, Pariah Bio-Tech
Octavuous
Tue May 11, 2004 2:51 pm
#4

I think it's a great post, I sure hope the Devs put more thought into the spices. I've been thinking that the only way we can compete against Chef's is to give spice about five times the effect then keep the negative side of it. I know that of all the /tells I recieve, none of them are for spice.
Raanan
Wed May 12, 2004 4:56 am
#5






Mi-T-Feesh wrote:


Now with the change to the Combat Balance , and our Revamp coming afterwards
I have several questions

Will a "spam" spice be of any utility ?






As I understand the combat balance this is how specials will work as it relates to ham usage.



  • Instead of specials reducing the amount of ham like damage currently does, specials will lower your maximum ham value without causing damage. To explain further: with the current system, if you have a max health of 100 (low numbers for ease of calculations) and you use a special for 10 health, you would then have 90/100 health or90% ofyour hit points. With the combat balance, if you have a max health of 100 and use a special for 10 health, you would have 90/90 health or 100% of your hitpoints though at a lower max value.

  • Secondaries, such as strength, still effect how much ham is used for a special. To explain further: with the current system, your special uses 10 health as a base but you have enough strength to lower that by 10%. Your special now only uses 9 healthleaving you with91/100 health or 91% of your maximum hit points. With the combat balance, your special uses 10 health as a base but you have enough strength to lower that by 10%. Your special now only uses 9 health leaving you with 91/91 health or 100% of your maximum hitpoints though at a lower max value.

  • Secondaries, such as constitution, are where the changeis really evident. These control the regeneration of health reduced by damage while your maximum value regenerates at a set rate which is much higher than the normal rate. To explain further: with the current system, your special uses 10 health leaving you with 90/100 health or 90% of your maximum hitpoints. Your health then regenerates to 100%of your maximum hit pointsat the rate dictated by your constitution. With the new system, your special uses 10 health leaving you with 90/90 health or 100% of your hitpoints though at a lower max value. Because your hitpoints are at 100% constitution does nothing. However, if you are hit for 10 health damage, constitution works like normal and regnerates your health to 100% of your hitpoints.

As you can see, under the new system, spam spices will still make a difference. In fact, I would say they make more of a difference since special use will lower your maximum values.


I'ld answer more but I'm getting really tiredand my thoughts are beginning to jumble. I'll beback after I sleep

Message Edited by Raanan on 05-12-2004 03:59 AM




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

Raanan Soulfire - Bloodfin MSmuggler/MCommando
Breytei E'kre - Starsider Commando/Bounty Hunter
Baroun
Wed May 12, 2004 5:38 am
#6

What I'd _really_ like to see :


Threespices under "naturals" that are minor in effect, and don't have side effects, putting them in the range of what some of the low-end chef foods do. A kind of "herbal medicine" level of spicing that lets you boots the regen stat and maybe the primary stat so that you can heal damage. This would go with the word "Naturals" and the descriptions of some of the spices.


I'd like to see gunjack changed to a "speed" spice - you're hopped up on amphetimines, and it improves your attack speeds.


I'd like to see an option on the grey gabacki to let you burn it in the manner a merchant does - when you do, it makes a little stand (kinda like the way fireworks pop up) and then burns for the next 5 min or so. Anyone within x-meters gets a mind-heal effect . (This would match the text description of the normal use of the spice)


Oh, heck, in short I'd like to see the spices have effects and side-effects as the description in the text bar
EZrider130
Wed May 12, 2004 5:42 am
#7

Thats a great plan. Another thing I would like to see are spices for certain circunstances. Like Crafting Bonus Spice, or Mod Spices.



*Grounded until October, 2004* -I'd like to see you deflect my X-Wing fire, Master Jedi!"
Facilis Cavaleri
Master Rifleman
Master Doctor
*Smuggler at heart!*
"My name is Facilis Cavaleri, and I approved this message!"
DRWolfe
Wed May 12, 2004 6:47 am
#8

I don't believe that experimentation is necessary for spice to be a sellable item. It just needs to be better in it's unaltered form. All of the things you say should be experimented should just be made better in the base stats of the stuff so it's useful. Downer time isn't a huge problem because there's a food that reduces it. Since food is our biggest competition and what makes spice sell less, I'll use it for comparisons.

An example (numbers are examples as well for food as it's variable, which is why spice should be unexperimented, you always know what you're getting...):
- Garrmorl increases Health and secondaries by 250 for 45 mins and say you take 2 of them. Throw in 1 Accarragm to boost Action and secondaries for 300 for 45 minutes. You now have +500 Health and secondaries and +300 Action and secondaries for 45 minutes with no downer, and that fills your Drink meter.
- Neutron Pixie gives +1000 Health, +200 Strength, +200 Constitution, +500 Action, +50 Quickness, +50 Stamina for 10 minutes with a 3 minute downer.
That's not a bad comparison for stat bonuses (+2400 bonus from the food and +2000 from the spice, increase the Action secondaries to +100 each, and it would be better), and you only took 1 spice as opposed to 3 food items. The time duration is the real problem here. If the spice lasted for 20 minutes (or about half the time similar food lasts) with a downer of 3 minutes, it would be much better. Also, you could still take more food that uses the Food meter, so maybe allowing someone to be under the effects of 2 different spices at once would balance that.

Another example (again, numbers for food are examples):
- Synthsteak gives 25% damage reduction for 40 hits. No downer.
- Add a spice that gives 50% damage reduction for 5 minutes with a 1 minute downer (times can be adjusted, just an example) during which you are "Stunned". Higher damage reduction, and probably longer lasting (doesn't take long to get 40 hits on you). Has a rough downer, but not for too long.

Now, these are examples, but what would be best is for some spices to give benefits food doesn't. That would make both item desired by the community. If there's no "this food is better than that spice and this spice is better than this food", everyone has a valuable product. There's not much that one food or another doesn't cover, but there's some things we could come up with.

Example: There was mention of a Poison Mitigation Spice, so why not Melee and Ranged Mitigation spices. Those with one Mitigation or the other (or none) could use the spice to give them the other for a limited time. Or maybe it gives a bonus of 1 level if you already have that type of Mitigation (up to level 4 - 80%, which doesn't exist but spice could give that benefit to someone with level 3).

Anyway, just ideas.

Message Edited by DRWolfe on 05-12-2004 09:49 AM



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kcpike11
Wed May 12, 2004 10:16 am
#9

I'd like to see the effects last longer and effects that are unique to spices. This is really the only way to make spice desirable and be able to compete against chefs and doc buffs.


Further, I'd like to be able to be able to take a lot of the same spice at once but perhaps taking too much makes you overdose...like an automatic incap or something.


Spice right now just doesnt appeal to the customers, keeping the downers is fine, but just make sure the positive effects are good enough to offset the negative effects or the spice market will never be there.




Hayden Flint - VI; Ahazi
Smuggler - 1 3 2 3
Master Artisan
Carbiner - 1 1 1 1
Mi-T-Feesh
Wed May 12, 2004 10:41 am
#10






Raanan wrote:






Mi-T-Feesh wrote:


Now with the change to the Combat Balance , and our Revamp coming afterwards
I have several questions

Will a "spam" spice be of any utility ?






As I understand the combat balance this is how specials will work as it relates to ham usage.



  • Instead of specials reducing the amount of ham like damage currently does, specials will lower your maximum ham value without causing damage. To explain further: with the current system, if you have a max health of 100 (low numbers for ease of calculations) and you use a special for 10 health, you would then have 90/100 health or90% ofyour hit points. With the combat balance, if you have a max health of 100 and use a special for 10 health, you would have 90/90 health or 100% of your hitpoints though at a lower max value.

  • Secondaries, such as strength, still effect how much ham is used for a special. To explain further: with the current system, your special uses 10 health as a base but you have enough strength to lower that by 10%. Your special now only uses 9 healthleaving you with91/100 health or 91% of your maximum hit points. With the combat balance, your special uses 10 health as a base but you have enough strength to lower that by 10%. Your special now only uses 9 health leaving you with 91/91 health or 100% of your maximum hitpoints though at a lower max value.

  • Secondaries, such as constitution, are where the changeis really evident. These control the regeneration of health reduced by damage while your maximum value regenerates at a set rate which is much higher than the normal rate. To explain further: with the current system, your special uses 10 health leaving you with 90/100 health or 90% of your maximum hitpoints. Your health then regenerates to 100%of your maximum hit pointsat the rate dictated by your constitution. With the new system, your special uses 10 health leaving you with 90/90 health or 100% of your hitpoints though at a lower max value. Because your hitpoints are at 100% constitution does nothing. However, if you are hit for 10 health damage, constitution works like normal and regnerates your health to 100% of your hitpoints.

As you can see, under the new system, spam spices will still make a difference. In fact, I would say they make more of a difference since special use will lower your maximum values.


I'ld answer more but I'm getting really tiredand my thoughts are beginning to jumble. I'll beback after I sleep


Message Edited by Raanan on 05-12-2004 03:59 AM






Thanks for the clarification , Raanan. I was always fuzzy on that aspect ( ok most aspects) of the combat rebalance.


My idea's are just that. Idea's I'm seeking to come up with a way of making the current system less ragtag and more concise. I'd love to get a whizbang , knock my eyes out new spice tree. But Thunderheart said as much as possible idea's that don't require them to "re-invent the wheel" ( i.e. take time to develop and code) would be more useful.


So perhaps change the spice types, I'd still want to lose the redunancies, and perhaps throw in some special. thats my thought.


I really like idea above for "naturals" spices with no kick or downer for a boost. I think that makes perfect sense for novice spice level, spices that give you oh, say a 200 point boost on either your health , action or Mind with a downer in name only...


Well, back to the grind




"you can have my laser knife when you pry it from my cold dead hands"
Raanan
Wed May 12, 2004 3:25 pm
#11

Anytime mate Just trying to do my part to make this a kick ass revamp.


I agree whole heartedly with the redundancy. GET RID OF IT! It's only natural with 2 almost identical products, people are going to choose the better while the lesser moves off into oblivion. It's an extension of the real world in that anything without a purpose eventually disappears. You don't see any of those butt shaker weight loss machines from the 50's anymore do you?


Instead of the redunancies, I say either replace the lesser spices with spiceswith spices which boost something other then stats, or simply update the effects on the current lesser spices to boost something other than stats.


I also like the idea of "natural spices." Having a low benefit spice or three with no downer is a great idea to give novices a nudge into the spice market. It encourages players to actually enjoy the lower tiers of the profession by giving them usefullness. Kudos to the originator of this idea. It has real promise.




*******************************************************
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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