Poison!

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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Psycho Pixie
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Postby Psycho Pixie » Sat Jan 24, 2004 3:08 am

Gunnslinger wrote:This sort of combines two topics. Poison being one and Spiders being the other. You see, if we could have spiders, I mean a varity of spiders, then some spider venoms could be used as poison to kill people, other spider venoms would be an antidote. Here is were it gets hard. First when you are first poisoned you get a message "you have been poisoned" or "The food that you ate was laced with a poison". And depending on how deadly this poison was, a person may live and just loose a lot of strength, or be paralyzed. Now, at first no one will no what poisons need what antidote, made by certain spiders. So there would be messages like " You see a man in his twenties shake and break into a cold sweat" People would keep trying to find what antidote will work for that poison. They could name the illness and the antidote. Many people would die at first, but after awhile in certain towns, the antidotes would be made available, like a hospital. I think it would be good to start off with poisons that only take about 50% of strength as the most available poison. This way all the people in Cantr aren't killed. I know this sounds complex, but I have faith in the programmers here.



on the note of antidotes for poison....

maybe for injested poion you would use ground mushroom and for injected or "shot in" poisons you would use grape juice? that would work. we could go from there. those would be basic antidotes, with what is available in most places.
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Lone Wolf
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Postby Lone Wolf » Sat Jan 24, 2004 5:39 am

I think an important aspect of this would be trying to find the right anitdote for the right poison. I mean if different poisons effect you differently then each poison would be unique. You would have to go out and try mixing different things, Potatoes, carrots, hemp, spider poison ect. They could all be ground and mixed together. Then fed to the infected person. But each type of poison would need a certain type of anitdote, making it harder, to gain it. Soon in towns like Siom or Krif you'd see hospitals.

At the same time maybe have flesh wounds too that you'd need to have stiched so they could heal.
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fishfin
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Postby fishfin » Sat Apr 08, 2006 12:22 am

You also might be able to pioson food and then give it to some one you don't like. Caracters can do projects examine food for pioson. And if you get piosoned your strength slowly drains away and in like two days you'll be dead. and when some one dies from poison it says that when you examine the body.
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wichita
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Postby wichita » Tue Nov 14, 2006 3:57 pm

Now that deterioration per use is active, I (and others) have thought of resurrecting this idea. Basically, we can code poisined darts as a weapon. The deterioration per use could be set so that one attack will be enough to cause it to crumble, and repair is set to 0 so it can not be regenerated.

A game kluge side effect would be that the character would be able to attack several people with it before the decay cycle rolls around to actually destroy the item, so several people could be attacked with the dart. I think that the current combat system could allow us to deal with that, though.


I would like to see the damage setting be relatively high for this (40-50%). It's ideal purpose would be for assassination. The materials to make it would need to be rare, probably some herbal mixture (though I like the original suggestion involving mushrooms in the mix :D ). Phosphorous or rare metals would also be an option in the interest of game balance. I would even suggest poisons on a primitive level, which would allow primitive cultures to thin some of the gorilla, rhino, and elephant populations with poisoned blowdarts.
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Sicofonte
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Postby Sicofonte » Tue Nov 14, 2006 4:27 pm

Darts agains rhino's skin... :lol:

But ok, this is Cantr.


And what about greasing your blade and perforating weapons with poison?
The weapon shouldn't disapear after an attack, but the poison should.

If attacking was a project, it would be easy:
- a greasing project would transform the weapon into a poisoned weapon
- a succesfully attack project would transform the posioned weapon into a normal one again.

Or if attacking is an action, and actions can require componentes and bring back products.
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formerly known as hf
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Postby formerly known as hf » Tue Nov 14, 2006 5:07 pm

wichita wrote:A game kluge side effect would be that the character would be able to attack several people with it before the decay cycle rolls around to actually destroy the item, so several people could be attacked with the dart. I think that the current combat system could allow us to deal with that, though.
I'm not so sure - someone could easily hit 10+ people before the dart disintegrates.
Now, I'm all for this kind of change - but the ability to hit more than one person with a dart doing 40%+ damage would make it an uber-weapon of the highest order.
I'd be happy with a variety of weapons causing that much damage a hit, but not just one... Otherwise it'll just become the next crossbow...


That being said, couldn't a similar system be use to implement arrows more generally?
I've long been waiting for arrows to be implemented in such a way that hunting weapons (bows, spears etc.) are just that - rather than claymores hacking down lions...
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Postby Talapus » Tue Nov 14, 2006 5:09 pm

wichita wrote:A game kluge side effect would be that the character would be able to attack several people with it before the decay cycle rolls around to actually destroy the item


Not only that, but they can even be repaired (unless repair is set to sero).
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Nakranoth
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Postby Nakranoth » Tue Nov 14, 2006 5:28 pm

Can anyone say one hour, project based, poison attack? ProgD'll hate me for even mentioning that. :P
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Sicofonte
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Postby Sicofonte » Tue Nov 14, 2006 6:01 pm

Let's remake combat system :twisted:
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wichita
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Postby wichita » Tue Nov 14, 2006 11:36 pm

wichita wrote:The deterioration per use could be set so that one attack will be enough to cause it to crumble, and repair is set to 0 so it can not be regenerated.


Yes, repair rate set to 0, like I said, Talapus. ;)

I was actually thinking this would be useful against the rhinos because a few nice strikes from the poisoned dart would be nice to soften that natural armor.
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Brimstar
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Postby Brimstar » Wed Nov 15, 2006 2:23 am

Sicofonte wrote:Darts agains rhino's skin... :lol:


Why not? Blowdarts with poisoned tips have been used to kill all sorts of animals.
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Sicofonte
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Postby Sicofonte » Wed Nov 15, 2006 10:35 am

Oh, well... I don't know, but it seems to me quite difficult that a dart can penetrate the sturdy skin off a rhino or an elefant. By dart I understand a small narrow pointed projectile. I though you need high caliber ammo to hunt those beasts, so a small dart shoted with a blowpipe... but I don't know.

Anyhow, the damage of a poisoned weapon shoudn't be considered in the same way as not-poisoned ones. There should be the possibility of the weapon doing damage but the poison being ineffective. Fopr example, the natural armour of the preys would stand against the base damage of the weapon, and the poison would be applied only when the attack causes damage.
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Marian
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Postby Marian » Wed Nov 15, 2006 4:40 pm

Poisonous darts sound awesome! :D Would this use the blow dart pipe? I'd like it even more then, they're such a useless weapon right now, it'd be nice to give people a reason to make them. (I mean, why use two days and waste wood when you could just take the bone knife you carved it with and do the same amount of damage.)

wichita wrote:A game kluge side effect would be that the character would be able to attack several people with it before the decay cycle rolls around to actually destroy the item, so several people could be attacked with the dart. I think that the current combat system could allow us to deal with that, though.


I don't see how it would be that big of a deal...if tiredness works like normal they would only get in like two decent hits, at the most.

But maybe to balance it out you would actually need to make a new weapon out of a blow dart pipe and a poisonous dart. Then the whole thing would break after you attacked with it, but since the extra work went into the pipe it wouldn't be such a big deal if the person got a little extra use out of it.
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Chris Johnson
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Postby Chris Johnson » Wed Nov 15, 2006 7:27 pm

wichita wrote:A game kluge side effect would be that the character would be able to attack several people with it before the decay cycle rolls around to actually destroy the item, so several people could be attacked with the dart. I think that the current combat system could allow us to deal with that, though.


This potential side effect never existed - Whilst turn based decay is periodically applied, usage based decay is applied as soon as the tool/weapon is used - and reaching 100% decay is tested there and then in which case the object is destroyed. So if an objects usage decay is set 100% or more then they are a single use item.
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Postby the_antisocial_hermit » Wed Nov 15, 2006 7:30 pm

Nice. :)
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