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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chase02
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Postby chase02 » Fri Oct 16, 2009 4:44 am

Heh.. SB, you'll like reveries. OP sounds familiar.
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tazer
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Postby tazer » Wed Oct 21, 2009 10:21 pm

I'm all for it
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Postby Snake_byte » Mon Oct 26, 2009 12:55 am

Here are some other threads that could provide more insight.

http://forum.cantr.org/viewtopic.php?t=11362
http://forum.cantr.org/viewtopic.php?t=4010
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Doug R.
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Re: Poison!

Postby Doug R. » Thu Jan 27, 2011 5:17 pm

Bump.

I like the idea of adding poison to weapons, but only if it was limited to very small ones that are currently useless for combat. It would also be interesting if we could have a project to taint food with poison. The food would look the same on the page, but wouldn't stack with good food. All poisons would be mixed on the apothecary table, and there could be various kinds. Some make you tired, some would do damage. With the certain implementation of a near-death state, it would be possible to poison someone into a near death state, but not to kill them. The more potent the poison, the more ingredients required.
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Pilot
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Re: Poison!

Postby Pilot » Thu Jan 27, 2011 7:39 pm

It would be interesting only if there are antidotes for each type implemented at the same time to balance things. :)
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Doug R.
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Re: Poison!

Postby Doug R. » Thu Jan 27, 2011 7:45 pm

Of course!
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Piscator
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Re: Poison!

Postby Piscator » Thu Jan 27, 2011 7:55 pm

I'm not very happy with the solution for poisoned food. It seems like it would be very easy to detect poisoned food by carrying around one gram of untainted food and see if it mixes. I don't really have a better idea though unless we implement food as items.
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EchoMan
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Re: Poison!

Postby EchoMan » Thu Jan 27, 2011 8:07 pm

Carrying around 1 gram of each untainted fod would yield:

1234-5: You ate 1 gram of carrots.

1234-5: You ate all your carrots.

1234-5: You ate 1 grams of potatoes.

1234-5: You ate all your potatoes.

1234-5: You ate one gram of stew.

1234-5: You ate all of your stew.

... etc, much too often for it to be realistic.
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Doug R.
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Re: Poison!

Postby Doug R. » Thu Jan 27, 2011 8:15 pm

Yea, it would be pretty hard to keep 1 g of a ton of things. There's a lot of food variety out there. If a character was super paranoid, yes, but the average cantrian wouldn't bother, especially if you couldn't be killed by it.
Hamsters is nice. ~Kaylee, Firefly
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Re: Poison!

Postby Piscator » Thu Jan 27, 2011 8:40 pm

Well, you'd have to carry the food in a bag of course. Not really that much of an effort, especially if you have a reason to fear poison.
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Snickie
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Re: Poison!

Postby Snickie » Thu Jan 27, 2011 9:25 pm

This has probably been asked, but I don't feel like looking for it at the moment.

Would poison be applicable to both healing and nourishing foods, or would it just be restricted to one or the other category?
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Doug R.
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Re: Poison!

Postby Doug R. » Thu Jan 27, 2011 11:06 pm

Good question. Don't see why it couldn't be applicable to both.

I think tainted food should decay faster.
Hamsters is nice. ~Kaylee, Firefly
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Doug R.
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Re: Poison!

Postby Doug R. » Thu Jan 27, 2011 11:47 pm

I just want to add that poisoned food may finally be the solution we need for sleeping leaders. Just slip them some bad potatoes and watch them drop some days later (then convince the rest of the town not to save them).
Hamsters is nice. ~Kaylee, Firefly
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mojomuppet
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Re: Poison!

Postby mojomuppet » Fri Jan 28, 2011 6:02 pm

Doug R. wrote:I just want to add that poisoned food may finally be the solution we need for sleeping leaders. Just slip them some bad potatoes and watch them drop some days later (then convince the rest of the town not to save them).



I like this! Making paranoid leaders making their own food! Do some work you lazy b@stards. Apothecary tables being outlawed for the masses but the the Healer becomes a trusted loyal "Merlin" which Ive always seen should be the case anyway. The trusted cook for the upper class perhaps? Forcing food not to just be sitting around in rich towns in mass amounts in unlocked storages. Outlawing people from just randomly feeding others! I see traveling healers coming to town to heal those that cant get their hands on certain herbs (similar to Olga who I personally love). Some would be forced to carry 15k at all times so not to be poisoned..oh the possibilities of this is good especially with the new fight system being looked at. Evil travelers poisoning towns as they go by might be a problem though for very young towns, but then might force people to gather in more large groups to live safely on land. I will love to see what happens with this. Im already planning my next char. *flips the good/evil coin and waits* I swear my head is swimming just thinking about what could be done with this. :P
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Doug R.
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Re: Poison!

Postby Doug R. » Fri Jan 28, 2011 6:12 pm

That's a great pitch!

I would think that the effects of "bad food" would be seen immediately, though, and an active character could take immediate action to prevent further damage (i.e. drop it). Making a poison that would be "lethal" with one bite should be ridiculously hard or impossible.
Hamsters is nice. ~Kaylee, Firefly

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