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Post by beverage on May 29, 2014 10:30:22 GMT -5
That's stimpax, headlozz, hyper V and Ye ole faithful Crammers to you chummer. But perhaps you need a little extra help. A difficult negotiation, a slippery assassination target or that Damn terminal that refuses to be hacked/phracked? Say you need a leg up and are willing to make a trade off? My basic premise in keeping with CK rules is a product line of consumable "stims" that in game terms operate almost like "temporary implants". eg take a dose of "Synapse ©" which "improves intelligence skills": (hack/electronics +1) for YYHours BUT (adds XX Dv)(x2 exhaustion rate) for YYHours and incurs [before use/after wearing off?] a XHp/XMp damage to a minimum of 1hp/1mp (like headlozz with HP: barely breathing but won't kill you). ps: And while I'm wishing, Crammers/Cram shot really need to do at least 1MP damage each use continued... Buffing would have the gameplay side effect of needing to reheal/restim via consumables to avoid wasting buff time thus making supplies more of a concern aswell as balancing the DV to survivability challenge possibly: There could be a set of 4 for each "attributes skills"[eg "Cardiozyme" gives athletics&brawling +1, but strength unchanged; "Reflexene©" gives stealth&firearms +, but dexterity unchanged etc etc] and similarly one each for the core attributes: ["Endurochrome©" boosts body+] and ["Cerebrinol©" boosts mind+] I think this would still be balanced imo. TheDV cost and "ingestion/hangover cost" would dissuade players from abusing them until really necessary. (like those couple of jobs to mars Corp where I know it's unwise but pay is worth it, plus I think buffs with downsides are the greatest rpg invention ever [except for the trese brothers games, I sincerely consider them artisans].
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Post by ntsheep on May 29, 2014 11:37:57 GMT -5
Every thing you think, do, and say, is all in the pill you took today.
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Jamozk Ekhiss
Star Hero
This is not the Personal Text you are looking for.
Posts: 599
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Post by Jamozk Ekhiss on May 29, 2014 13:51:49 GMT -5
This is a pretty nice idea.
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Post by Jacob on May 29, 2014 20:12:45 GMT -5
Kind of reminds me of the Plasmids in Bioshock. Awesome idea!
Sent from my HTC Desire C with Tapatalk...
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Post by fallen on May 29, 2014 20:21:36 GMT -5
Very cool ideas. I've taken #CK-2446 as a ticket for this one and added it to the long roadmap. It's not in the priority list right now, but perhaps we will get back to it at another date.
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Post by beverage on May 29, 2014 21:51:04 GMT -5
Very cool ideas. I've taken #CK-2446 as a ticket for this one and added it to the long roadmap. It's not in the priority list right now, but perhaps we will get back to it at another date. Thanks fallen, am I better off focusing any ideas I have on the job system for now, is that the main priority right now?
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Post by zeroed on May 30, 2014 2:54:58 GMT -5
I like this idea, but I think core attribute pills would be overpowering...
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Post by beverage on May 30, 2014 3:30:23 GMT -5
I like this idea, but I think core attribute pills would be overpowering... Really, I thought body and mind would be ok, where as strength dex int and per should not be buffable. too much bonus initiative and ap. theres another thought though: 6 products; 4 for one of each skill set, one for a (+1-2 initiative) and one for (+1ap) BUT no attribute buffs at all?
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Post by fallen on May 30, 2014 10:37:09 GMT -5
beverage - jobs system has been the priority for about 3 months and counting Fixing it has forced us to fix many other systems in the game. Currently, working on expanding the size of the 36 map to allow for an improved ark of job difficulty, as an example.
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