Drunkeness

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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Nixit
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Postby Nixit » Mon Apr 04, 2005 2:52 am

The Industriallist wrote:I assume he meant that it had to have some good side IRL, or IRL it wouldn't be used. You know, like how tobacco and cocaine have such useful effects.

IRL alcohol has a utility (for some people) by being pleasurable to abuse themselves with. In cantr, that could be taken into effect by roleplay...but it seems likely that only the best and the worst roleplayers would use it. (the best because they can and will manage a character with that kind of flaw, the worst for the immature joy of getting...simulatedly drunk...)


Yeah, basically.
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SekoETC
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Postby SekoETC » Mon Apr 04, 2005 8:06 am

Po-TA-toes! Smash 'em, boil 'em, stick 'em in a stew.

Anyway, if something has tomatoes that's bloody mary. Or tomato daiquiri. Oh, of couse if Cantr had a mixing drinks option it would be in projects, how dull... But then again we ain't turning it into a KoL clone...
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Surly
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Postby Surly » Mon Apr 04, 2005 11:23 am

Nasty little hobbitses...
GoalieMan wrote:Then why all these sugestions for musical intruments? And clothes? Seems like everybody wants more jewelry nowadays.


The reason I want musical instruments to be implemented is because currently if I rp playing an instrument, someone will point out I don't actually have one, and probably report it as a CR breach. As with the stupid cigar thing in KF.
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Crosshair
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Postby Crosshair » Mon Apr 04, 2005 12:20 pm

But if Drunkeness is roleplay, is there any need for a bar? you could just roleplay you had a jug o beer and got plastered off it. no need for a bar, unless it being like tiredness, the more your drunk, the slower you work, the less effective you hunt and so forth...
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wichita
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Postby wichita » Mon Apr 04, 2005 1:37 pm

To a certain extent I believe that having certain items actually implemented into the code and being physically present in game works to flesh out the game. Granted yes, we could just roleplay it, but that is amplified when you can actually see the physical side of what is being roleplayed.

It's just like clothing. It adds nothing to the game in terms of game mechanics, but in terms of the quality of the game it can increase it a great deal. I'm thinking specifically at the moment of the uniforms I have seen on a group of soldiers. It was very cool, because the rather unique combination of clothing put onto the characters made them stand out, even if they didn't announce themselves officially.

But alcohol could still add some interesting game mechanics, thinking in terms of the impairment effects. Think of an expansion of the sneezes.

Uncontrolable giggling:
999-9 a woman in her twenties giggles for no reason

Blackouts:
999-9 you see a man in his twenties pass out drunk
(then you could be locked out of the character page until the bar drops back to sobriety)

Nausea:
999-9 you see a man in his twenties entering Town, coming from Pub
999-9 you see a man in his twenties puking

Death:
If the drunk bar hits 100% you die from alcohol poisoning. Would be a great dramatic suicide mechanism, other than just deleting the character.


The party side of drinking would still be up to roleplay, and until it is actually implemented, I hope it is encouraged actually. Just like art, music, whatever.
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SekoETC
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Postby SekoETC » Mon Apr 04, 2005 2:07 pm

Oooh, ooh - hiccups! There could be a random chance when you drink a lot then you get a hiccup and it randomly adds -*hic*- into everything you say. The bad side is it might end up inside blocks of rp, and that probably looks dumb.
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wichita
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Postby wichita » Mon Apr 04, 2005 3:16 pm

Oh yeah, thanks Seko, I forgot to mention slurred speech. When you type something in the box while drunk, the computer could partially mutate words until it eventually becomes gibberish...or just replaced by "I love you, man!"

Whispering could break down randomly while drunk too so that you could randomly shout secret things out while drunk.

999-9 you say to everyone: "Boy she sure is hot! I'd really like to..." :shock:
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Stan
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Postby Stan » Mon Apr 04, 2005 4:16 pm

The drunkeness function, if implemented, might work well for YoYo's request to hit people with his stolen car. :D
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Postby west » Mon Apr 04, 2005 6:26 pm

wichita wrote:And don't forget all the taters for vodka.


To quote my ex-KGB sociology teacher,

Georgi: "Now, you all know what is vodka, right?"

Us: "yeah, it's made from potatoes."

Georgi: "Bah! That is Polish vodka! Real vodka is made from wheat!"
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Yo_Yo
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Postby Yo_Yo » Tue Apr 05, 2005 12:04 pm

We;; hey, as I see it you don't need to gt me drunk to have me hit people with my stolen piece.

Anywho, alot of games put beer gameplay mechanics to increase strenth momentaily and decrease accuracy. But I guess you could just put social aspects in as well.
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Just A Bill
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Postby Just A Bill » Tue Apr 05, 2005 1:06 pm

If thirst were implemented as well it could make for some interesting choices. You could make most drinkable liquids go bad (no refrigeration) quickly, but alcoholic drinks would not generally (the alcohol is a preservitive) so you might be faced with a choice, either remain thirsty, or drink some alcohol and you thirst goes down, but your drunkenness goes up.

I know alcohol actually makes you retain less water, still I suspect that if you had enoough bear you would never die of dehydration.
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Postby The Industriallist » Tue Apr 05, 2005 4:23 pm

That could be why anyone who could afford not to never drank water in the Middle Ages...beer all the way. For health reasons. They were right, too.
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Postby formerly known as hf » Tue Apr 05, 2005 7:26 pm

*nods*

Yep - binge drinking is good for you - research funded by budweiser declared so...

The same way research funded by Marlborough showed that ciggarettes have no addictive properties, or cause health problems...
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AoM
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Postby AoM » Tue Apr 05, 2005 8:16 pm

heh heh... so what budweiser will tell you:

low to moderate doses of alcohol will dialate your peripheral blood vessels which helps with blood circulation. It helps prevent heart disease and improves blood supply to the brain.

and what they won't:

heavy doses and binging can lead to severely increased blood pressure, enlargening of the heart tissue and lead to stroke. Not to mention the nausea, loss of memory association, motor impairment, black outs and death due to alcohol poisoning. If you intake all your calories from beer alone you develop a vitamin B (thiamine) deficiency and can end up with a delightful disorder called Korsakoff's syndrome, in which you suffer from severe, permanent retrograde and anterograde amnesia.


Hey... just think of what would happen if suddenly you couldn't remember anyone's name. And events for your character dissappeared after a single hour, or less, due to impaired memory function! Haha! That's the kind of stuff I'd like to see at 100% drunkeness.

Also-- alcoholism. An addiction in cantr that is reinforced by game mechanics would be interesting to have.

As for bonuses... reasons to want to imbibe alcohol besides roleplay: Make it an excellent healing food. Make it an instant cure for future diseases. (Maybe you don't sneeze when you're drunk) Make it a damage reducer. When you're drunk you don't feel as much pain, your body gets more flexible, etc... Give enough reinforcers and you'll have people drinking alcohol for more than roleplay reasons...
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Postby Cookie » Tue Apr 05, 2005 8:25 pm

Ummm, amnesia and other thinks you explain don't just appear after one heavy drinking sesion. Thats after a LOT of trips down to the pub.

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