Forums » Suggestions

Secro Frenzy Drug returns to the market

Nov 01, 2011 katofmine link
Before the complete cultural dissection of the Secro and Itani nations, a drug appeared on the market that became popular among the technologically advanced Secro youth. Use eventually proved to have severe side effects among the users who would go into frenzies and attack people, further dividing the separating nations of the lost human colonists.

A new, similar drug should be introduced to the game that could be manufatured, traded and used among the players that temporarily boosts weapon strength, improves auto-aim capabilities, ship strength, maneuverability etc.

Lets talk about the possibility of adding something like this to the game, its implications and specifics.

.Atomsk
Nov 01, 2011 Phaserlight link
If something like this were to be implemented, it would likely be accomplished through the PCC. There are currently many tools available to mission authors; Without getting into specifics it is a very powerful editor. The use of Serco software as a drug is a facet of the backstory I've attempted to render in several of my missions. For an example, see "Aurum Potestas Est".

Certain things could be done in the future; Not only textual, but gameplay related as well. I defer to the rest of the PCC for these types of suggestions. Hallucinatory experiences and shady encounters are both parts of the "drug" alluded to in the backstory that could be sketched out by the mission editor.
Nov 01, 2011 Pizzasgood link
I don't see how a drug would improve ship stats.

What it could do though is cause you to lose control of your ship for brief moments. E.g. if you're on frenzy and a ship passes through your reticule, you might automatically fire all your weapons at it. Your ship might even automatically rotate to follow theirs for a couple seconds, continuing to fire, before you regain control.

If it did somehow boost maneuverability or something, it would have to have a downside, such as damaging your armor (as though you'd run the engines in the red to accomplish it). Or maybe it could temporarily boost armor to simulate an increased pain tolerance or disregard for overriding of safety shutdown systems, but when it runs out you'd lose that armor. And I mean lose in the damage sense, i.e. if taking the frenzy boosted you 1000 hp, when the frenzy runs out you'd take 1000 hp of damage. So any damage you took while frenzied would remain. If you have less then 1000 hp when it wears off, then you die.

Oblivion had Skooma, which boosted your strength but cut your agility. As a mage I never had any use for it other than as ghetto feather potion. :D
Nov 01, 2011 Alloh link
A much better usage for drug, the best one for this game: CONTRABAND

Implement it as being produced deep in grayspace, and banned on nations. Thus the large demand lead to big profits.

I've already done a very simple implementation of that using PCC missions. You take mission from corvus and must carry "pharmaceuticals" to nations' capitals...

But that does not compare to a full engine implementation, as border patrols, guards interecepting ships and scanning for content, cargo crates labelled as "illegal drugs" that can be dropped/traded/stolen...

Smuggling or contraband would lead to a great dynamic on game, good reasons to use cargo scanners and spoofers, so on!

CtC shows us that stations can scan ships' cargo, so, it would be easy to implement almost the same mechanism for DRUG TRAFFIC:

Simplest implementation - (not possible only with PCC)
-Grayspace-based mission hires "mules" to porter illegal drugs to specific station, demanding a CS/B(Cargo Spoofer or Blocker), and with warnings to consequences.
-Ships carrying "dope crates" (NEW) cannot dock to nation's stations, unless using a CS/B.
--> Station guards will attack any player without CS/B when entering NFZ with dope. Temp KoS declared and some local faction drop
-Dope delivery/mission fails results in option to either pay a "fine" (subtract credits) OR some standing penalty from issuing faction (Corvus only?)
-Dope crates are like regular crates, except that only grayspace stations accept to unload/store it, or purchase for a very low price
-Nation stations will pay high prices for dope crates from any player who manages to dock with dope, but if player unloads dope he faces same consequences as mission fail, from local faction (fine OR standing drop)
Nov 01, 2011 Pizzasgood link
Yeah, I think everybody agrees that contraband support would be nice. But this thread isn't about getting contraband implemented, but rather about what we could do with the stuff besides just selling it.
Nov 01, 2011 pirren link
Lol, guys, about what effects do ye talk about.. just log in real drunk and ye will get all boosts and downsides at once. Or just take a look at Eckas drunk behavior, when he loses his SCPs to cents or hogs and fails to hit 'em even once.

What it could do though is cause you to lose control of your ship for brief moments. E.g. if you're on frenzy and a ship passes through your reticule, you might automatically fire all your weapons at it. Your ship might even automatically rotate to follow theirs for a couple seconds, continuing to fire, before you regain control.

Hell yes, Rin!

Phaserlight, +1 to to the implementation through PCC missions, but considering RP -- Serco prefer implants and other physical improvements of their body, while Itani use medications to increase their mental-mind abilities. Even their backstory leaders are on drugs, like insane Akan.
Nov 01, 2011 tarenty link
-1. Drugs don't affect your ship; alter your perceptions, maybe.

You spelled "Serco" wrong.
Nov 02, 2011 katofmine link
The reason i suggested boosts in accuracy, rate of fire, health, agility, whatever as side effects of using drugs was because the game atm is entirely skill based. i like that about it but at the same time it would be sweet to have some sort of boosting drug aspect to the game (imagine Nahin or Corona Oceana all jacked up!). and the whole idea about contraband and an illegal market for them within nation space is a great idea!

Pizza and Alloh, great ideas. if there was any positive side effects to some usable drug in-game it should surely be accompanied by negative ones as well, such as degradation of ship armor, a drain on the power cell, legal consequences with nationalist vessels who are intolerant of it's use and possession. The frenzy aspect could be one of these side effects (seeing how it is a side effect of its use in the backstory).

tarenty, you obviously do not have enough time to make a positive contribution to this suggestion forum, nor do you have the time to read the backstory (this "drug" was entirely software based and so therefore could have any number of effects on ship mobility etc. Plus, ITS A GAME) so i would kindly ask that you try to refrain from being a Negative Nancy and contribute positively or just shut up.

Pirren, not everyone who plays this game gets as drunk as me or you when they do :)

lets keep the momentum with this guys, i think its a good idea and would affect all aspects of gameplay if implemented correctly as these drugs could be manufactured, traded, and used in combat (or a variety of drugs with a variety of uses and side effects such as the drugs in Oblivion/ Fallout 3)

I would like to try to make one of these "contraband" missions through pcc, i am a member, but i have no idea how to start. I'll start reading up on all that now!

see you druggies out in the verse!

.Atomsk
Nov 02, 2011 Phaserlight link
The best way to start in the PCC is by playtesting a few others' missions, and leaving feedback. It's a necessary part of the design process and it helps with learning editor basics.
Nov 02, 2011 Pizzasgood link
Ships are hardware. Hardware can only perform so well. If there were some easy way to make them perform better via software tweaks, the military would already be doing it, because lives and resources are on the line. The only reason they wouldn't is if there were severe consequences. Running an engine beyond spec will damage it. Spinning a ship faster than it was built to handle will put too much stress on the frame. Etc. A military ship will already be set up to perform as close to the limits as it can without destroying itself, and may even have built in support for overriding the safety constraints in emergency situations. Civilian ships are another story, of course.

While I do like the idea of having black market software patches to override safety features like that, it doesn't seem appropriate to be part of Frenzy. Frenzy is about the pilot, not the ship. If we had an FPS element of the game, it could impact the pilot's stats in a destructive manner there, but it doesn't make much sense for it to impact the ship - it would be safer to just buy the cracked firmware from Corvus and run that on the ship than to use Frenzy, since that way you wouldn't screw with your self control.

But yeah, it is a game. I could accept Frenzy having very small impacts on ship performance to simulate increased reflexes and such on the pilot's behalf. But they would have to be slight, and there would have to be significant downsides. One of the major drawing points of VO is that it is based on the player's real skill, not stats. So things like that would have to be handled very carefully to not ruin it.