- Messages
- 2,320
- Reaction score
- 902
- Points
- 955
Suggestion Title: Rework drug effects
Suggestion Description: Currently drug use in role play is rarely done. A missed opportunity for good variety in classes depending on the drug production difficulty and the drawbacks, similar to how TFU use classes for criminals to specialize in a form of combat.
Format:
<Drug>
Drawbacks:
Benefits
____
Weed - Tired effect
Drawbacks:
- Visual impairment,
- stamina runs out 10% faster,
- movement is slowed 10%
- strength is reduced by 10%
- Increases appetite, hunger and thirst by 25% resulting in stamina regeneration slowing faster
Benefit:
+ regeneration is increased by 10%,
+ damage taken is counted as if the user is wearing light armor (only losing this damage reduction after the wear off of the visual impairment)
___
Cocaine - Restless effect
Drawbacks:
- visual impairment
- regeneration decreased by 10%
- Stamina decreased by 10%
- Bleeding effect will increase speed by 5%
Benefits:
+ Strength increased by 5%
+ Speed increased by 10%
+ Damage taken is counted as if the user is wearing light armor
+ slows down hunger and thirst by 10%
___
Methamphetamine - Gung-Ho effect
Drawbacks:
- Visual Impairment
- Stamina decreased by 10%
- regeneration decreased by 10%
- Bleed out speed is increased by 10%
Benefits:
+ Strength is increased by 10%
+ Speed increased by 10%
+ Damage taken will be reduced as if the user is wearing moderate armor (light armor if it’s thought as too powerful)
+ slowed appetite, thirst and hunger loss is slowed down 25%
____
Magic Mushroom - False Hope effect
Drawbacks
- Visual Impairment
- thirst and hunger is increased by 20%
- strength is decreased by 20%
- Speed is decreased by 20%
Benefits:
+ Damage taken while effect is active is reduced to that of a moderately armored user.
Why should this be added?:
- progressive benefits that aligned with the difficulty of production for each drug
- Somewhat realistic sacrificing some realism for fun
- Makes drug use during criminal activity more lucrative but at a high risk high reward.
- Involves more drug policing and police battling drug use instead of just drug dealing alone.
- makes meth and mushrooms more useful giving people more reasons to produce them . Drug production can now be influenced by the effects being useful instead of it only being for the sales and income.
What negatives could this have?:
- complex, contrary to how Some will say perp is better made simple but this gives purpose to a feature.
- drawbacks and benefits may need to be tuned to balance everything out.
Suggestion Description: Currently drug use in role play is rarely done. A missed opportunity for good variety in classes depending on the drug production difficulty and the drawbacks, similar to how TFU use classes for criminals to specialize in a form of combat.
Format:
<Drug>
Drawbacks:
Benefits
____
Weed - Tired effect
Drawbacks:
- Visual impairment,
- stamina runs out 10% faster,
- movement is slowed 10%
- strength is reduced by 10%
- Increases appetite, hunger and thirst by 25% resulting in stamina regeneration slowing faster
Benefit:
+ regeneration is increased by 10%,
+ damage taken is counted as if the user is wearing light armor (only losing this damage reduction after the wear off of the visual impairment)
___
Cocaine - Restless effect
Drawbacks:
- visual impairment
- regeneration decreased by 10%
- Stamina decreased by 10%
- Bleeding effect will increase speed by 5%
Benefits:
+ Strength increased by 5%
+ Speed increased by 10%
+ Damage taken is counted as if the user is wearing light armor
+ slows down hunger and thirst by 10%
___
Methamphetamine - Gung-Ho effect
Drawbacks:
- Visual Impairment
- Stamina decreased by 10%
- regeneration decreased by 10%
- Bleed out speed is increased by 10%
Benefits:
+ Strength is increased by 10%
+ Speed increased by 10%
+ Damage taken will be reduced as if the user is wearing moderate armor (light armor if it’s thought as too powerful)
+ slowed appetite, thirst and hunger loss is slowed down 25%
____
Magic Mushroom - False Hope effect
Drawbacks
- Visual Impairment
- thirst and hunger is increased by 20%
- strength is decreased by 20%
- Speed is decreased by 20%
Benefits:
+ Damage taken while effect is active is reduced to that of a moderately armored user.
Why should this be added?:
- progressive benefits that aligned with the difficulty of production for each drug
- Somewhat realistic sacrificing some realism for fun
- Makes drug use during criminal activity more lucrative but at a high risk high reward.
- Involves more drug policing and police battling drug use instead of just drug dealing alone.
- makes meth and mushrooms more useful giving people more reasons to produce them . Drug production can now be influenced by the effects being useful instead of it only being for the sales and income.
What negatives could this have?:
- complex, contrary to how Some will say perp is better made simple but this gives purpose to a feature.
- drawbacks and benefits may need to be tuned to balance everything out.
Last edited: