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Is this even possible ?

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Is this even possible ?
Harcourt.Fenton.Mudd
09-07-2010, 09:35 AM,
#1
Unregistered
 

An idea I had.......

Basicly, take the various chemichals that can be abused by humans that are allready cargo, and make it possible to 'mount' a unit.

-When mounted, it becomes perishable (at differnt rates)
-When it perishes, if you have another in your cargo hold, it is subtracted.
-When you mount a chem, for a set period of time (depending on the chem) NOT having it inflicts a negative penalty
-When mounted, some positive (or random) bonus is added


Cardimine: slight turn rate bonus (very small, but there). When you run out, between 2-8x (random amount, but more likely to receive a smaller penalty ) the ammount of the normal bonus is turned into a turn rate penalty. A longer 'withdraw' period is added ( a few days to a week) when you run out. Liquid Cardi would have a greater bonus, but also a greater withdraw

Tobbaco: Smokes are relaxing. The ammount of 'shaking' a ship receives when shot is halved by this. However it is doubled during the withdraw period (12hrs)

Wine (and other rotgut if added): you're drunk and just dont feel it. Ship shaking when shot is removed, and your turning rates become erratic. One moment you may be turning better than normal, the next worse. During the use and withdraw period, your sensor ranges are reduced.

SynthWeed: You've got a hankerin for some sunbucks and twinkies.......... due to the relaxing nature of this intoxicant, you recive 1/3 of the shaking from being shot you normaly would, and while in withdraw must keep food items onboard or else your turn rate is reduced slightly

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Offline Osilon
09-07-2010, 09:46 AM,
#2
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Posts: 1,601
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I freakin' love this idea, its awesome win, but why just the user's chemicals? Add, say, H-fuel to a ship, it gets a slight speed increase. A ship with full cargo hold has less maneuverability then an empty one (Maybe?)

A million dollars isn't cool. You know what is cool? A basilisk.
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Offline Enojado
09-07-2010, 09:50 AM,
#3
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Posts: 657
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Joined: Mar 2009

You'd need to have a lawful/unlawful counterpart for each unlawful/lawful chem though.

As much as I like the idea of the liberty navy boosting their turn with liquid cardamine I'm afraid something doesn't add up...

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Offline Rommie
09-07-2010, 10:01 AM,
#4
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Posts: 1,585
Threads: 46
Joined: Mar 2009

Liberty Chem - Donuts. Makes your pilot fat, therefore increases the ship's mass. You can also count the effect on one's brain, the pilot becomes less willing to fight. Problem Solved.

If doable, the game would become a lot more dynamic. Just... try to convince the Dev's.

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Offline tansytansey
09-07-2010, 10:31 AM,
#5
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Posts: 4,099
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Meh, buffs are too hard to balance. A lot of work for so little gain, it would create quite an interesting combat enviroment, but tbh I don't see your suggestion as an improvement. For one, all of your suggestions are practically the same, affecting only turn rate and ship shaking (something I don't think can be altered, at least not dynamically.)

One would be determined superior to the others, and then everyone would use that single one and no others, just like how everyone uses Adv. Cargo Scanners, Enh. Thrusters/CMs and Graviton Shields.

So in the end you're not really providing a new and exciting battle enviroment, you're just buffing every ship in the same way. Seems kinda pointless to me.

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Offline HurricaneX
09-07-2010, 11:07 AM, (This post was last modified: 09-07-2010, 11:28 AM by HurricaneX.)
#6
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Your trying to puts real life drug effects into FL? D:
Me likey!

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[9:29:19 PM] Sina (Kapichino): any sail is bad, must die
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Offline Evan_
09-07-2010, 11:15 AM,
#7
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Posts: 1,472
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I love the idea. At least it would spare me to keep my chemical imbalance all by myself. Ahh wait...

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Offline yurineova
09-07-2010, 01:35 PM,
#8
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Posts: 744
Threads: 25
Joined: Jul 2007

the idea was toyed with for a fuel idea (so you cant spend day on day in space an adds a boost to the economy) but overall the idea didnt make it far.

As for perishable equips, it may bug the game if said equipment just "expired". Maybe it'll be trteated as destroyed equipment, maybe the effects stay until the ship docks, or maybe it just crashes the game.

Its very interesting idea, and if it were implemented, it would make disco that much more exciting.

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Offline AeternusDoleo
09-07-2010, 01:40 PM,
#9
Ex-Developer
Posts: 5,744
Threads: 149
Joined: Nov 2009

I very much doubt that the amount of screen shaking, and turn rates, can be adjusted dynamically. It's a good idea but this'll probably turn out to be a "can't be done due to engine limitations".

On the other hand:
Atomic chewing gum: When it runs out, weapon damage increases temporarily. Because you're all outta gum.

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Offline yurineova
09-07-2010, 04:01 PM,
#10
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' Wrote:I very much doubt that the amount of screen shaking, and turn rates, can be adjusted dynamically. It's a good idea but this'll probably turn out to be a "can't be done due to engine limitations".

On the other hand:
Atomic chewing gum: When it runs out, weapon damage increases temporarily. Because you're all outta gum.
Eh, certain buffs may make things cool and all, but it may also make gameplay alot more complicated.

Its a thing to toy with, just needs uber balancing before implementing.

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