Intoxication

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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Caesar
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Postby Caesar » Tue Jul 21, 2009 3:06 pm

Piscator wrote:Well, let's. ;)

*Wiro wrote:Ummmm...doesn't both fighting and dragging involve strength as well as fighting skill, meaning in the end it'll even out anyway? :S


They don't have to even out. It would depend on how the values for the increase of strength and the decrease of overall efficiency/skill are set.
Especially when fighting, they can't even even out. At least not with all weapons. If strength would increase while drunk, skill based weapons would have a bigger disadvantage than strength based weapons. It could for example be adjusted that way that the effects of drinking would (almost) even out for someone wielding a claymore, but a person wielding a rapier or a crossbow would do considerably less damage.

I'm pretty much against alcohol having a general positive effect on fighting though.
First of all, I'm pretty sure it's not realistic. After all, soldiers usually don't get drunk before entering a battle and if they did it in past times, I guess it was more about repressing the fear and getting in the right frame of mind. Admittedly, a drunkard might be a challenging enemy, but that's rather because he behaves unpredictably, not because he's a better fighter.
Secondly, in terms of game balance, it would be nice to have something to balance the healing effect of alcoholic beverages. Most of them are very potent and there could be even more potent potions if they'd reduce your overall capabilities when consumed by making you dizzy/drunk.


But you should be able to drink it without needing to heal.
For those alcohol-addicted characters.
- Every person lost in war is two too many.
- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.
- What doesn't kill you makes you stronger.
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Postby Piscator » Tue Jul 21, 2009 4:00 pm

True. That should definitely be an option. If you're healed up, it should just make you drunk.
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Caesar
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Postby Caesar » Tue Jul 21, 2009 4:04 pm

Yes. It would aid in roleplay.

Perhaps the events should be seen in another way when very drunk;
"You see a blurred figure entering a vehicle.", for example.
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?
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Postby Piscator » Tue Jul 21, 2009 4:14 pm

I guess such gimmicks could be added for drunkenness greater than 50%. This could of course be discussed and implemented separately after the framework is in place.

Ultimately, the most simple implementation of drunkenness would be to let it have no effect at all. Just make the consumption of alcohol fill your drunkenness bar and reduce it by 5% every tick.

This would allow for quite a bit of roleplay already and other effects could easily be added later.
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Caesar
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Postby Caesar » Tue Jul 21, 2009 4:22 pm

Piscator wrote:I guess such gimmicks could be added for drunkenness greater than 50%. This could of course be discussed and implemented separately after the framework is in place.

Ultimately, the most simple implementation of drunkenness would be to let it have no effect at all. Just make the consumption of alcohol fill your drunkenness bar and reduce it by 5% every tick.

This would allow for quite a bit of roleplay already and other effects could easily be added later.


I already had that in mind too. I thought we were now sharing ideas on what to add afterwards?
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?
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Postby Piscator » Tue Jul 21, 2009 4:34 pm

Well, we can do that of course, but I would like to hear some feedback from other players/ProgD first.

Anyway, garbling the interface seems like a better idea than forcing a character to perform random actions, like taking the wrong door or blurting out random or modified lines.
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Caesar
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Postby Caesar » Tue Jul 21, 2009 4:35 pm

Yes, that would limit his/her roleplaying abilities

Imagine the person roleplaying to take the wrong door, then taking it, ending up actually using the right door.
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?
Drael
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Postby Drael » Thu Jul 23, 2009 4:18 am

Seems redundant mostly. People rp getting drunk all the time.

Perhaps it would be nicer to be able to drink when not damaged.
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Caesar
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Postby Caesar » Thu Jul 23, 2009 9:39 am

Drael wrote:Perhaps it would be nicer to be able to drink when not damaged.


We just said that.
- Every person lost in war is two too many.

- Respect comes from two sides and must be earned. Nobody has the right to it because of a title, sex, age, race or birth.

- What doesn't kill you makes you stronger.

- I believe in True Love, do you?

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