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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 ;)

rhPhMe
03-03-04, 18:34
i only read the first part....seems cool

not sure how well the cop thing would work......i would die a lot :)

Sleawer
03-03-04, 18:36
Read all damnit :p
The last part have aclarations and point to point explanations to make it easier.

Clownst0pper
03-03-04, 18:36
I like this very much..

Nice work :D

5 Shiney stars :angel:

Sleawer
03-03-04, 18:46
hehe well, the cops becoming hostile is just to add a little atmosphere into the smuggling role.

The normal consumer would not be affected by this as long as he keeps most of his drugs in the gogu or doesn't trade them with other players.
The smuggler would have to find an unsafe zone to work, or risk his neck to get caught by copbots.

/ps: ty Clown

Clownst0pper
03-03-04, 18:48
with DOY and the removal of safe zones it would work great, I think its a top idea.

Sefran
03-03-04, 18:54
Hm since im a drugs addict i like it V much :D

5 stars no question about that, exellent idea overall.

Dazist
03-03-04, 19:59
Good idea. Just came up with an idea for a new drug: Painkillers. would negate the effect of legs getting busted (and other effects damage may cause in the future like head injuries reducing aiming and torso hits causing stamina loss) for a short period of time. Might be useful in some extreme situations. maybe not much of an use but at least its a new drug :)

Benjie
03-03-04, 20:03
As a Black Dragon who takes a lot of Drugs, all I have to say is...




I love it!




A much better feature than a Taxi Service.

Jest
03-03-04, 20:03
Great ideas. I think some tweaks would need to be made, but all in all its 5 star worthy. :p

Benjie
03-03-04, 20:09
If reakktor do take the time to read this through, (And I really hope that they do) please take the time to consider hallucinagens. Something that is there for entertainment purposes and not stat increasing. Something fun.

Also consider animations.

Zanathos
03-03-04, 20:14
5 stars!

Scikar
03-03-04, 20:16
Yes. It's also a first step towards alternative methods of earning cash without having to hunt or stand around for hours clicking a button which runs away from you.

L0KI
03-03-04, 20:36
Excellent idea in theory.

Altho i believe the addiction concept needs tweaking, i believe the rest of your ideas would add a whole new element to Neocron.

5 Stars merely for the amount of effort thats gone into this idea ;)

Duder
03-03-04, 21:25
As long as one makes the drugs last much longer, say double the ammount or triple, and make the SI increase the longer you wait to use a drug to satisfy your addiction, also the thought of having to chew the same drugs every 3, 5 minutes would make it really expensive for such a short lifespan, i would like this idea to be implemented, but guess what, KK are too busy with "DoY" and if they did implement this idea it would suddenly become a "DoY" feature.

Sleawer
03-03-04, 21:58
Thanks for the imput guys, I'm glad that you like the idea.
As for tweaks, this is an open idea so feel free to ask doubts or add well-thought changes into the thread.

Just wanted to add a two-questions FAQ:

You said that players can be addicted to different drugs, and their side-effects are only avoided by the periodic consume of the same drug or similar in effects. But how does a player know what drug is he addicted to?

- As in real life players can experiment with different kinds of drugs and effects, but the addiction is only considered for the drug with highest addiction degree; this is done to allow players to in fact change addictions between different drugs, giving them more freedom of choice. At the same time players can use a 'soft drug' with similar effects to the one addicted, this results in a significant decrease of the addiction degree, and therefore a lesser Sinaptic Impairment downside.

This is a feature intended to follow the same steps that a real life drug-addict would do to 'quit' his addiction.

Future R.P.O.S. changes are being studied to allow players a detailed monitoring of their addictions for each specific drug.

*Actually a new RPOS screen with player addictions would be the best way to handle this. I'd preffer this feature as usual drug customers would have to follow closely their addictions, after all we are professionals and some sort of control should be required from our part.

Okay, but now that you mention the Sinaptic Impairment, it seems a very harsh measure as impaired characters do not have any use, and it could harm severely our gameplay. How do we know when it is going to happen in order to control it?

Easy. As I said each addiction has a number displaying his 'addiction degree'. This works similar to the SI bar, the number decreases slowly along the day, when it hits 'zero' the player is considered in the worst stage of his addiction, and then SI happens.

Players can monitor their 'addiction degree' through the R.P.O.S. screen mentioned above (or the number displayed at F5 stats screen if a new screen is not implemented).
.................................................................

I hope the FAQ helped hehe.

Just think at the positives of this, specially those of you that like to drug for better armors or power armors, use shelters and better buffs, more agility or athletics, or even more health and resistance.

It provides players a way to control their addictions, every player would be able to use the best potential of his char, players actually would have to monitor their characters and care of their addictions... instead the cheesy poping a drug after another to avoid the drug flash.

The drug effects would remain the same, the effects duration would remain aswell, just changes the way to handle it. More proffesional, better done, more fun to use and play with.

Regarding the economic part; in one hand it creates a small but constant money sink for capped players who want to be on the top, and in the other hand it creates a new role, the smuggler, and a dinamic way to earn money for those persons.

I can't think in anything more balanced.
Just think on it guys, and ask doubts if you have, post ideas and tweaks if you want, but don't exit the thread with the feeling that something is wrong.

Hackenstein
03-03-04, 22:05
OMG plz get rid of making me blind.

Benjie
04-03-04, 05:17
Normally when you take a lot of drugs, you crouch.
I think that it would be much more suitable if there where some overdose animations.
I have no idea what they might look like.
Does anybody have any suggestions?

By the way, don't let this thread die yet! :( :cool:

Clive tombstone
04-03-04, 05:40
One thing i didnt get in Fallout, was how in the hell did I get Addicted to nuka-cola? I only drank ONE. Lol

5 star idea, this would also make hunting for spacific mobs more interesting, trying to get "mob only drug components" for that "special High:D " ((Warning may cause Jinjavitis,cancer, heart attacks, increased aggresion, Blindness, Deafness, Loss of bowel Control, Cronic Nightmares, and Small Genitalia)

BUT your in a Cyber punk world with Massive amounts of PKers, so what do you care? :D

Benjie
04-03-04, 06:02
Originally posted by Clive tombstone
One thing i didnt get in Fallout, was how in the hell did I get Addicted to nuka-cola? I only drank ONE. Lol

Nuka Cola was awesome in fallout. Because of the radiation, you never new what it would do to you. Sometimes it boosted your health, sometimes it even gave you a stat bonus! Most of the time it just poisoned you or did nothing though. :)

I wish Warbot Cola was like that.

Clive tombstone
04-03-04, 06:21
(psi monk Drinks a warbot cola" Takes out devourer and Tears up 5 tanks (pans out ot the anouncer)

Drink warbot Cola, and Be like a Mighty H4X0rZ!

Benjie
04-03-04, 06:36
I dont like it. It seems too light. Here is my refined version.


------------------------------------------------------------------------------------


- When you take a Drug, you receive the benefits from the drug but also increase your addiction level to drugs. The more drugs the higher the increment.

- Somebody becomes an addict quite easily, but starts off as a minor addict. Once they are an addict, the severity of there condition can increase, as do the trade ons and trade offs.

- An addict receives less drug haze, but it is still not removed completely.

- When an addict is not on drugs, they reveive synaptic imparement. This is a low level of synaptic imparement that lasts a long time. The reason for this is so the trade-off is bearable but still long term.

- As addictions grow, so does the synaptic imparement for not being on drugs.

- If the synaptic imparement ever reaches zero, then the drug addict is in cold turkey status. (quiting drugs for those who don't know.)

- When quiting drugs you receive a level of synaptic imaprement much like the imparement for not being on drugs, except the amount is much higher depending on your level of addiction. This synaptic imparement can take from an hour to an entire afternoon. Quiting a hardcore drug addiction is not a light task.

- When the cold turkey synapic imparement wares off, you are "clean".

BONUSES OF BEING A DRUG ADDICT.

:cool: -You get to take a lot more drugs before receiving such heavy drug haze.
:cool: -You get a title next to your name of the drug your addicted to.

PENALTYS OF BEING A DRUG ADDICT.

:( -You need to feul your addiction or you become penalised.
:( -It's hard to quit.
:( -You get a title next to your name of the drug your addicted to.

Daemon Xen
04-03-04, 13:58
Good idea, having drugs be localized to certain areas and a bit harder to get gives more opportunities to RP a dealer or smuggler for Tsunami and Black Dragon.
Before, when Psi booster 3s had to be constructed, PIMP had people building boosters all day at Simmons, and that's how we played our roles in the syndicate as dealers, by selling boosters to all the addict monks out there.

Another idea to toss out there is tolerance. If you have a high degree of addiction to a certain drug, it could be that you need more of that drug for the same effect.



- DX/FX - PIMP - Pluto -

Sleawer
04-03-04, 15:21
That pretty much sums up what the idea could be, but there are two things that I don't like Benjie. I proceed to explain:


- An addict receives less drug haze, but it is still not removed completely.

What I want to add with the idea is a touch of proffesionality; the drug haze turns drugs into a 'pop after pop' tool to avoid the feature.
The drug addiction is unavoidable, but at same time it is FUN to use, it gives players a completely new feature for their characters without the annoying component that everyone try to avoid.

I want to see people excited about how to manage their chars, enjoying the feature, discussing how to use drugs to get the best effects and less addiction... I want people concerned of how to manage their body, the drug haze is a cheesy feature that turns off all the fun of drugs and replaces it by an annoying popping-fast before the effects are over.


- When an addict is not on drugs, they reveive synaptic imparement. This is a low level of synaptic imparement that lasts a long time. The reason for this is so the trade-off is bearable but still long term.

This is a problem.
Drugs do not last more than 5-10 minutes, regarding a player with SI if he is not in constant drugs would make them unviable and again annoying to use. The SI effect is, as you said, a feature intended to emulate the effect a real life drug-addict would have while quitting drugs... I like your expression, 'cold turkey'.

We are not simple street junkies, players and suppossed to be specialists and proffessionals, I want players to be able to control their body and mind, the technology is there, we have brain and heart implants with sensors that display the current status of the drug in our body.

Using drugs can be a completely new concept of fun and player management in the game, something much more suited to a cyberpunk atmosphere.

Just a side note.
The drug 'addiction degree' is cumulative, players can keep a controled addiction degree in their chars by monitoring when it is going to hit the worst stage, but to quit drugs a player cannot simply stop 'poping' drugs. To quit a drug a player MUST use soft drugs first to decrease this addiction degree and therefore receive a significate lesser ammount of SI in the 'cold turkey' stage, either that or suffer from an insanely high Sinaptic Impairment.

Drugs are fun, but one has to face the consequences of his actions.