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Rustedhentai
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Posted - 2006.04.12 19:21:00 -
[1]
I dont know if this would affect the rating of the game but it would be cool if you could take the different drugs that are available to affect your gameplay. They could highten certain skills for a brief period of time and even have side effects if constantly used.
One example would be that exile would give you a 5% damage multiplier for a brief time but prolonged use would lower your charisma stats. Another could be nerve sticks that would increase your charisma stats for a short time but lower perception at the same time.
As long as they are only of limited use and have balanced dowsides they could make the game just a little more interesting.
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Marcus Druallis
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Posted - 2006.04.12 20:14:00 -
[2]
This could be really interesting. You could even add an addicted factor. Like if you've used them for a bit, and you want to stop using em, you'd have to go through a withdrawal period and that stat you usually get a plus in, would now get a negative. And the more you use em, the less the work. It'd give a new reason to carry drugs and contraband. ----------------- Help the cause Support in station movement! |

Drizit
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Posted - 2006.04.12 20:48:00 -
[3]
It would certainly create a use for the drugs in the market. To enable this to happen, players would have to be able to create buy orders for them so that smuggling would become a viable trade.
Players using them should have a % chance that they are detected as users by Concord or the faction customs and take a sec hit for it. That would make it possible for a player who uses them only ocassionally to have a downside if they gain significant benefits from them.
There has to be one attribute (pref not charisma) that cannot be increased by use of drugs or someone will take them all to increase all stats and counter the downsides. By having one that isn't affected, it always takes the downside hit if a player takes them all for prolonged periods.
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Rustedhentai
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Posted - 2006.04.12 21:17:00 -
[4]
This could also apply to other appropriate trade goods such as people. Having certain types of people stored at your station could decrease manufacturing times or research times. Manufacturing tools could reduce the cost of ship repair in a staion.
It could be a huge list making trading goods a bit more fun.
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Niques Leutre
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Posted - 2006.04.13 03:28:00 -
[5]
Theres been quite a few threads on this, about Boosters. CCP originally intended them to be sort of 'temporary implants' that are illegal.
Of course, the largest roadblock in this concept is the fact Boosters are illegal (at least according to the EVE Chronicals). Thus they'd give 0.0 space pilots and criminals a large edge over 'legitimate' groups like manufacturing corporations, pro-empire groups. I can already hear the flames and the trolling.
Either that or empire pilots and 'legitimate' groups would have all their pilots doped on illegal drugs 24/7 and hope CONCORD doesn't notice, which would be highly unrealistic. ___________________________________
The fiercer the foe, the sweeter the salvage. The fatter the wallet, the bigger the smile. |

Mighty Dread
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Posted - 2006.04.13 06:57:00 -
[6]
Originally by: Rustedhentai I dont know if this would affect the rating of the game but it would be cool if you could take the different drugs that are available to affect your gameplay.
Ya mon! I already gone.
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Scagga Laebetrovo
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Posted - 2006.04.13 13:49:00 -
[7]
Mmmm I can imagine possible bonuses:
- Increase in inertia stab. - Increase in rate of fire - Increased sec hit when crimes are committed
Possible penalties: - Higher signature radius? - -50% learning speed? - Higher cap needs of guns?
A prison with no walls and no chains. We cannot break free for we cannot see what binds |

Phish1
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Posted - 2006.04.13 13:51:00 -
[8]
also, maybe these drugs affect vision, delayed reactions, mayve even have things like the decimal place in the wrong place on a market order.
The visual effects couuld be very cool, psycadelic filters that sort of thing.
----------------- ---My 2 ISK--- ----------------- |

Naevius
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Posted - 2006.04.13 16:16:00 -
[9]
Drugs might be temporary versions of almost any implant...
-------------------------------------------------- The man who says he is willing to meet you halfway is usually a poor judge of distance. |

Na Jenton
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Posted - 2006.04.13 16:21:00 -
[10]
drugs are drugs... you use them to get a rush, or get high. Unless you're using caffeine, you don't go, "oh hey, there a gate camp." *sticks needle in* "ahhh... i can feel the targetting solutions. now i can F1 F2 F3 F4 with better precision" 
i think that to make them more useful, smuggling would have to be implemented, as someone above me pointed out. In addition, there would have to be an NPC "market" beyond agent offers, as boosters are going to fill the "combat utility" role. Unless drugs can be established as something that is more than just an agent offer required item, most people won't bother with them.
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Rustedhentai
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Posted - 2006.05.03 10:23:00 -
[11]
Just an update.
I think this could be a solution to new players start up speed.
If the drugs were less effective the more you take them then new players could use them to boost their stats early on at the expense of isk but at later stages drugs would become virtually useless or you would need heaps of isk to purchase enough to have any sort of effect.
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