Sleawer
03-03-04, 18:22
The following lines are dedicated to improve the current drug system and the adition of a new fun role to play: the smuggler.
Please first read carefully and then vote.
DRUGS
- Addiction: The addiction in the current Neocron simply does not happen, at least not outside the own player mind. The counterside of drugs is an annoying drug flash similar to what could be the downside of our modern drugs.
What I suggest is to eliminate the current drug flash, instead it would be replaced by an addiction form. When we consume a drug there is a percentual chance that we get addicted to its effects; there could be drugs with high and low addictive risks, their prices and effects would varie in consequence. Most Fallout players will remember this.
Once you are addicted the F5 screen, right where your rank is displayed, would show a tag as Addicted or [Drug Name] with a number showing your addiction degree to that drug. Now from here the addicted player would have to consume that kind of drug, or one with similar effects (*soft drug), to avoid the downside. Of course the drug downside would not happen after straight its effects dissapear, but most likely in the same day. A player would have to consume the said drug once or more depending on his addiction degree.
In case the player decides to not satisfy his addiction he'd be regarded with sinaptic impairment, the ammount of SI would be directly related to his addiction degree. After the SI dissapears the player is considered 'clean'.
This change would add a touch of reality to drugs in the game, making them viable to work with our different setups even in combat situations (no more worries about drug flash), but at the same time people addicted should need to spend a determined ammount of money regardless of the 'real player' needs.
- Acquisition: Drugs in Neocron can be acquired through the legal market. While the ease of acquiring drugs in Neocron should remain so that players can use them with relative viability, the current system is preventing roles such as Black Dragon drug dealers and smugglers.
My suggestion is to keep certain drugs as legal, while others would become ilegal and sold only in the OutZone and Peeper Park through Black Dragon dealers. A good ammount of these dealers would be needed to avoid clans camping them and allow hostile factions to purchase their drugs, but also creating the role of smuggler for those persons that want to traffic with these illegal wares inside the inner citty limits, or outside bases like Twilight Guardian, Military Base and Tech Haven.
- The drugs remaining as legal would be all LoMs and the so-called 'soft drugs'.
- The drugs considered as ilegal in the city main zones would be all the 'hard drugs'.
With this we have now LoMs and soft-drugs purchased in medicare for standard uses, such as activating implants; and the hard-drugs with higher addiction degree for hardcore use, like combat, permanent addictions, etc...
Drugs can still be cloned or blueprinted for future manufacturance, however the clone rate should be decreased. This would encourage capped players to keep constant relations with other 'smuggler' type players, or to start their own small drug laboratories to keep themselves supplied; while uncapped players could still use drugs to level up without many costs due constant clonning for self-use.
- The use of recycle generate enought for self-use.
- The use of construction makes yourself a drug-dealer.
- Big ammounts of 'ilegal' drugs inside the inner city limits have as result cops becoming hostile (chance to get caught). The OutZone and Peeper Park are the places for that kind of business.
- Small ammounts of drugs are undetectable by copbots, but trading them with other players is detected and punished.
Aclarations:
- 'Soft drugs' (legal) are all marked as red and yellow in the current medicare dealers, these have lower addiction degrees, and a lesser chance to become an actual addict.
- 'Hard drugs' (illegal) are the ones marked as green and white-blue, they have slighty increased the same benefits as soft drugs, thus their addiction degree is higher.
- Anti-effect drugs and LoMs remain at medicare and do not create addiction.
- Rare drugs are kept as rare.
With the introduction of DoY each city could have their own special drugs avaible, similar to each others, but with enought differences to allow smugglers to play their role between the two cities.
I hope you like the ideas ;)
Please first read carefully and then vote.
DRUGS
- Addiction: The addiction in the current Neocron simply does not happen, at least not outside the own player mind. The counterside of drugs is an annoying drug flash similar to what could be the downside of our modern drugs.
What I suggest is to eliminate the current drug flash, instead it would be replaced by an addiction form. When we consume a drug there is a percentual chance that we get addicted to its effects; there could be drugs with high and low addictive risks, their prices and effects would varie in consequence. Most Fallout players will remember this.
Once you are addicted the F5 screen, right where your rank is displayed, would show a tag as Addicted or [Drug Name] with a number showing your addiction degree to that drug. Now from here the addicted player would have to consume that kind of drug, or one with similar effects (*soft drug), to avoid the downside. Of course the drug downside would not happen after straight its effects dissapear, but most likely in the same day. A player would have to consume the said drug once or more depending on his addiction degree.
In case the player decides to not satisfy his addiction he'd be regarded with sinaptic impairment, the ammount of SI would be directly related to his addiction degree. After the SI dissapears the player is considered 'clean'.
This change would add a touch of reality to drugs in the game, making them viable to work with our different setups even in combat situations (no more worries about drug flash), but at the same time people addicted should need to spend a determined ammount of money regardless of the 'real player' needs.
- Acquisition: Drugs in Neocron can be acquired through the legal market. While the ease of acquiring drugs in Neocron should remain so that players can use them with relative viability, the current system is preventing roles such as Black Dragon drug dealers and smugglers.
My suggestion is to keep certain drugs as legal, while others would become ilegal and sold only in the OutZone and Peeper Park through Black Dragon dealers. A good ammount of these dealers would be needed to avoid clans camping them and allow hostile factions to purchase their drugs, but also creating the role of smuggler for those persons that want to traffic with these illegal wares inside the inner citty limits, or outside bases like Twilight Guardian, Military Base and Tech Haven.
- The drugs remaining as legal would be all LoMs and the so-called 'soft drugs'.
- The drugs considered as ilegal in the city main zones would be all the 'hard drugs'.
With this we have now LoMs and soft-drugs purchased in medicare for standard uses, such as activating implants; and the hard-drugs with higher addiction degree for hardcore use, like combat, permanent addictions, etc...
Drugs can still be cloned or blueprinted for future manufacturance, however the clone rate should be decreased. This would encourage capped players to keep constant relations with other 'smuggler' type players, or to start their own small drug laboratories to keep themselves supplied; while uncapped players could still use drugs to level up without many costs due constant clonning for self-use.
- The use of recycle generate enought for self-use.
- The use of construction makes yourself a drug-dealer.
- Big ammounts of 'ilegal' drugs inside the inner city limits have as result cops becoming hostile (chance to get caught). The OutZone and Peeper Park are the places for that kind of business.
- Small ammounts of drugs are undetectable by copbots, but trading them with other players is detected and punished.
Aclarations:
- 'Soft drugs' (legal) are all marked as red and yellow in the current medicare dealers, these have lower addiction degrees, and a lesser chance to become an actual addict.
- 'Hard drugs' (illegal) are the ones marked as green and white-blue, they have slighty increased the same benefits as soft drugs, thus their addiction degree is higher.
- Anti-effect drugs and LoMs remain at medicare and do not create addiction.
- Rare drugs are kept as rare.
With the introduction of DoY each city could have their own special drugs avaible, similar to each others, but with enought differences to allow smugglers to play their role between the two cities.
I hope you like the ideas ;)