Quote from: Tynan on August 11, 2016, 01:07:53 PM
I'm open to ideas for other drugs, for sure.
Okay, well if the big guy wants ideas I say this thread from this point forward be used to share ideas, critique ideas from other users, and possible even talk about issues we have with current ingame drugs!
Immuno boosters to replace malaria pill for general boosting of diseases; I never honestly get malaria...
EMP-Pills for removing the mechanoid diseases or ending them early and keeping the benefits maybe.
Vita-boost a beverage made up of heal root and a few other veggies and it functions like a healthy but time costing supplement. So the idea is your colonists take it and working, movement, and maybe vision takes a good increase for a while. Obviously it's not going to be too op or outshine the drugs but we need lighter buff options. Add a debuff so its -3 because it tastes like ass. Recipe could be heal root, haygrass, maybe potato or corn for "taste" and price.
Mega-milk could be milk plus heal root and it lowers chance of bone based damage as long as one gets consumed every few days.
Could save time and introduce a new crop called vitaroot and then just make like 2 to 3 different types of pills and drinks that boost different functions.
Coffee, because duh Tynan :v
Teas of different variety would be nice too..
Well I have two suggestions:
- Krokodil or Desomorphine > eat flesh of user
- Morphine > extreme pain reduction
- opium poppy to make those drugs
Diazepam for shooting prowess increase maybe?
has a nice bunch of side effects as well:
Drowsiness
Impaired motor function
Impaired coordination
Impaired balance
Dizziness
Depression
Anterograde amnesia (especially pronounced in higher doses)
Gonna repost my idea here since its the dedicated thread.
Psionic drugs. Anyone remember Dust from Babylon 5? The stuff that lets the user read someones mind and relive their life in an instant? That leaves the victim catatonic for a while and the user suffering major mental problems?
Well that would be fun. In the context of Rimworld it would gather up all the buffs and debuffs a pawn has ever had and depending on how the math goes the user gets the sum total. Positives canceling out the negatives. Now I doubt that history is recorded so maybe you relive a random major event from their life. The time they got married or when they got divorced. Or when they got shot up in a raid then caught parasites.
However the buff/debuff part works, they walk about in a daze for a bit before it happens. Maybe they go bezerk for short periods as they relive hostile memories. Can go a lot of ways with this. Could also lead to them suddenly replacing their childhood stat with that of the person they used it on. Unlocking skills or disallowing them. Getting new passions or traits. Maybe they end up picking a fight with the target because they think they are the double doppelganger.
Special note, some "states" (governments) disallow mentioning of IRL drugs in games, ever single line about "morphinum" may result in '18+" or complete ban.
Real suggestion is "custom" names for everything, just like Fallout did with "med-x" and heroes did with "grail".
QuoteMega-milk
https://en.wikipedia.org/wiki/Korova_Milk_Bar
Quote from: RawCode on August 11, 2016, 10:07:28 PM
Special note, some "states" (governments) disallow mentioning of IRL drugs in games, ever single line about "morphinum" may result in '18+" or complete ban.
Real suggestion is "custom" names for everything, just like Fallout did with "med-x" and heroes did with "grail".
QuoteMega-milk
https://en.wikipedia.org/wiki/Korova_Milk_Bar
This exactly, for some reason some countries have a huge aversion to certain things, for instance, Australia has a huge thing against morphine, no idea why. Hence med-x, you've got us to thank for that.
Quote from: Ramsis on August 11, 2016, 03:13:15 PM
Quote from: Tynan on August 11, 2016, 01:07:53 PM
I'm open to ideas for other drugs, for sure.
Okay, well if the big guy wants ideas I say this thread from this point forward be used to share ideas, critique ideas from other users, and possible even talk about issues we have with current ingame drugs!
Immuno boosters to replace malaria pill for general boosting of diseases; I never honestly get malaria...
EMP-Pills for removing the mechanoid diseases or ending them early and keeping the benefits maybe.
Vita-boost a beverage made up of heal root and a few other veggies and it functions like a healthy but time costing supplement. So the idea is your colonists take it and working, movement, and maybe vision takes a good increase for a while. Obviously it's not going to be too op or outshine the drugs but we need lighter buff options. Add a debuff so its -3 because it tastes like ass. Recipe could be heal root, haygrass, maybe potato or corn for "taste" and price.
Mega-milk could be milk plus heal root and it lowers chance of bone based damage as long as one gets consumed every few days.
Could save time and introduce a new crop called vitaroot and then just make like 2 to 3 different types of pills and drinks that boost different functions.
Coffee, because duh Tynan :v
Teas of different variety would be nice too..
Less stuff i have to code every update! lol
Could we have a reference to GTA3's Equanox?
Not necessarily the same name but along the same lines of being a wonder drug with lots of side effects.
QuoteMega-milk could be milk plus heal root and it lowers chance of bone based damage as long as one gets consumed every few days.
I prefer the more understated name "milk-plus", especially if it's one of the best combat drugs and has side effects causing violent mental breaks (British humor). Not because it's a reference to Clockwork Orange, but because the justification is still damn funny when taken out of context:
QuoteThe bar serves milk laced with drugs(...). By serving milk (instead of alcohol), the bar is able to serve minors.
It would make the in-game milk less useless, too.
* * *
Instead of making references to favourite movies, games and real-world drugs, why don't you iterate over game mechanics and take inspiration from that ?
Drug A would give infravision - ability to shoot accurately in the dark, and remove mood penalty for darkness.
Drug B would be like potion of giant strength - a low tech alternative to sappers, with this drug raiders would be able to smash doors, turrets or even walls quickly. Melee damage and/or Manipulation bonus. Tribal raid size could be reduced. Ingredients could include snake or spelopede venom (in practice, cobraflesh or bugmeat) and something else. The idea is that not all drugs must be produced in an industrial laboratory, some are just combinations of obscure plants and animal secretions.
Drug C would cause wound regeneration, and even stop bleeding. This could matter in prolonged combat, and finally a doctor would be able to treat himself with this. Addiction would cause deteriorating health, sporadic bleeding etc.
Drug D would be pheromone based - it would greatly boost Social skill except through comms console, and would make the colonist a great deal more attractive. Maybe even catnip effect (attracts felines).
Drug E would have a scent highly repulsive to animals. A person who takes it would have good chance to make nearby animals and bugs flee in panic, making it possible to fight manhunter packs or infestations. Inspired by Animal Awe trait from Dominions 4.
Drug F could give precognition, letting the colonist predict events in advance. If that's too much magic in the space opera setting, make it psychic detection - it would detect brainwaves of living creatures, so you would detect raids, infestations, travellers, cavarans (you could sense intentions). Inspiration from Dune. Side effects would make the colonist bad in combat or otherwise unable to help directly counter these incidents. Suddenly a useless colonist becomes less useless.
MAKE DRUGS CONSUMABLE BY ANIMALS. Drop pods fall, a bunch of wild pigs munches on the drugs and you get mad animals ! Or maybe they get super hunger and really really really want to eat your devilstrand field. And I especially mean the behaviour-altering effects, not boring stat modifiers like beer currently works.
How about randomized drug appearance every game, like potions in roguelike games ? You could get or buy drugs earlier, but without research or trial&error, you wouldn't know what they are.
Blaze of Glory
Causes the person to enter a terrifying combat rage with high bonuses. When the drug wears off, side effects are typically fatal.
I'd love to see a randomized drug that pulls from different tables - something that works like the character trait generator where the drugs would be given a trait and a side effect.
I love drug ideas :)
Moving to suggestions now that A15 unstable is public.
"Hypercoagulne" - Stops the bleeding now, chance of failure like an operation -> heart attack, blood became too thick.
Amphetamines.
Instantly fills the rest bar but causes a crash later. The effect can be extended by consuming more but at the risk of something bad happening (addiction, organ failure, etc.)
Could be useful for snipers to prolong the amount of time they can stay away from home. Or just to keep your pawns going after Randy throws that 3rd raid in a row at you. Or when you really need your cook to keep cooking all night because they're behind on production.
Cannabalist - after prolonged usage the user becomes a cannibal made with Human meat and some other stuff.
will give a mood debuff unless the person ingesting it is a cannibal, this could make cannibal colonies viable so it should take like 2 full seasons of taking this stuff for it to turn someone into a cannibal
My first thought looking at the list of current A15 drugs was, not enough medicinal. That subsequently morphed into thoughts about completely removing the generic 'medicine' we have in the game and creating specifics, e.g.
Painkillers - pain.
Antiemetics - vomiting.
Antibiotics - infection/plague/Sleeping Sickness
Anaesthetic - used in surgery.
Antiparasitic - gut worms/muscle parasites.
Corticosteroids/anti-inflammatory/anti-histamines - bad back, asthma, impaired breathing (flu/plague/infection side effect)
Antitoxin - reduces toxic build up.
Beyond that there's potential for:
anti-rejection drugs - if a chance of organ rejection was added for organ transplants.
anticoagulants - if having a heart attack increased risk of subsequent ones or blood clots were added. Perhaps used post surgery.
antivenin - if snakes were poisonous.
A lot of the obvious side effects already exist: impaired consciousness, vomiting, impaired movement, impaired breathing. The internet says long term use of corticosteroids raises your risk for cataracts.
Sorry, it's a bit boring and too 'real life' but I work within the health system.
The main drug i want to see is one that grants immunity to radiation. Like RadAway, to be used during toxic fallout. Because i hate that event.
It seems that all drugs are here is a mechanism for avoiding core game principles by the application of incessant micromanagement. Making all those specific drugs, telling your guys to take those specific drugs at very specific times, etc.
Obviously if you're playing to "win", you won't tell your guys to take drugs all the time. Rather, only when necessary (bad mood, sickness, whatever), so you have to micromanage the fuck out of it and it's just... eh. not worth the hassle.
Likewise all of the suggestions here.
"How can I deal with X? DRUG! .. how can I deal with Y? DRUG!".
It's just completely tasteless and inelegant. I'm surprised nobody suggested a drug that makes a pawn shit components and plasteel.
Having played with it a little, it's just a shitty mechanic altogether and inelegant.
No offense.
Drugs gives me a mechanic to fight some of Rimworld's arbitrariness. I don't feel it adds anything to the "story" when half my colony is infected with fibrous mechanites and are unhappy for the next week or so because they're in pain and need repeated hospital bed visits for no reason other than to sap my medicine.
My own little thought: sensory mechanites. Basically just applies the health effect. Not addictive at all. Either craft able or trader only.
Nowhere near as strong as Luciferium, causes pain, needs daily treatments.
Caffeine, and coffee from coffee beans. Low effect, slight sleep need buff, slight consciousness boost, slight manipulation drop on high levels (jitters) and overall a higher level of energy. Low addiction rate, not very powerful, very common and cheap.
Also, can we get possibilities of selling drugs to colonies losing relationship points with them? If I had someone pushing flake on my colonists, I wouldn't like them very long, and might even seek to kill them if it happened multiple times. I really want the economy of destructive drugs to have consequences outside our colonies
Quote from: Lightzy on August 20, 2016, 11:01:10 AM
It seems that all drugs are here is a mechanism for avoiding core game principles by the application of incessant micromanagement. Making all those specific drugs, telling your guys to take those specific drugs at very specific times, etc.
Obviously if you're playing to "win", you won't tell your guys to take drugs all the time. Rather, only when necessary (bad mood, sickness, whatever), so you have to micromanage the fuck out of it and it's just... eh. not worth the hassle.
Likewise all of the suggestions here.
"How can I deal with X? DRUG! .. how can I deal with Y? DRUG!".
It's just completely tasteless and inelegant. I'm surprised nobody suggested a drug that makes a pawn shit components and plasteel.
Having played with it a little, it's just a shitty mechanic altogether and inelegant.
No offense.
I agree with this to an extent however i think drugs have a niche. one that wasn't very well addressed with the initial implementation. crack cocaine? why would anybody ever want to addict their pawns to crack? Some of these drugs are a gimmick at best.
give us drugs that help deal with some of the more difficult niche things like toxic fallout.. Don't make them a miracle cure for every possible affliction though.
Some painkillers would be great, mitigating the scars and the bad back effects for a while.
I want two different types of painkillers:
- Aspirin: Slightly decreases pain, not addictive.
- Morphine: Decreases pain a lot, addictive.
Painkillers would be a godsend. Maybe have a surgeon who needs an operation done badly could walk the backup surgeon through it while on painkillers instead of anesthesia (as dangerous as that seems) to allow meh doctors to perform a surgery decently but it takes longer? Maybe? Surgical training dummies would be really nice too. Maybe split surgery and doctoring into two separate tasks? Please?
In general the whole medical system could use some work. Perhaps minor failures could complete the task with some minor bruises or cuts, and catostrophic failures could actually fail to complete the objective, keeping whatever part was going to be installed, with a bit of damage to both the part and the patient.
It would be very interesting to see long term effects past addiction, those who do drugs never 100% recover, and have long term damage if they did it enough.
If anything, painkillers shouldn't be a "quickfix to mood" like all the other stupid drugs here.
Rather, they should be 'mandatory' for serious surgery, with the patient very likely to die from the pain/shock of surgery if you don't have some.
At least make drugs part of the core game instead of all these childish ideas of "+mood but addiction!" (if you didn't get it, reducing pain is almost the exact same as increasing mood)
Quote from: Lightzy on August 20, 2016, 10:01:48 PM
If anything, painkillers shouldn't be a "quickfix to mood" like all the other stupid drugs here.
Rather, they should be 'mandatory' for serious surgery, with the patient very likely to die from the pain/shock of surgery if you don't have some.
At least make drugs part of the core game instead of all these childish ideas of "+mood but addiction!" (if you didn't get it, reducing pain is almost the exact same as increasing mood)
Maybe try actually reading some of the posts before insulting people? There are lots of ideas that are not just "+mood/addddiction".
I'm sorry I hurt your feelings.
Also in the post you quoted I didn't say "all". Though yeah I suspect it's most if not all.
I have not seen any suggestion which ties drug-making into core elements except mine up there
OMG the mods, oh the mods for the drugs are going to be fabulous!
i think game needs some form of detox procedures. ie : maybe a new type of nutrient paste from the dispenser can have detoxing effects or whatever.
-limitless : a drug that lets the user have faster learning capacity (as if they have 2xpassion for every skill). they suffer consciousness penalties for a few hours when it wears off. detoxes after a day.
-adrenaline shot : can be carried in inventory. (can be administered to self) when used on incapacitated pawns, this temporarily cancels their current incapacitation for 1 hour. but increases hunger and tiredness of the pawn. this basically allows incapped pawns capable of movement to run to safety when the coast is clear.
Just regular painkillers. Acetylsalicylic acid from Willow bark. You grow Willow trees which nets the bark and a bit of wood, and the painkillers removes pain from chronically damaged pawns.
Quote from: TheEisbaer on August 11, 2016, 03:33:41 PM
- Krokodil or Desomorphine > eat flesh of user
Worst drug on the face of earth.. I guess you might only resort to it if there was some sort of catastrophic lack of availability of some other drug but god is that compound horrible. Google pictures of it's effects if you dare.
My consideration is more for A16 rather than A 15 as Tynaan stated he will release a means to target an item with pawn A and have Pawn A and apply that item to pawn B. I would say giving pawns the ability to sedate other pawns that are panicked would be cool.
Also b0rsuk already beat me too it but
Spice which gives the afflicted pawn some precognition enabling them to predict a raid or some sort of random event. However i think it should, over time, enfeeble and weaken the pawn rather than enhance physical performance since we already have go-juice.
How about LSD and forcefeeding drugs to prisoners?
Pros:
-Increased chance to recruit prisoner (as prisoner, when taken as prisoner, obviously)
-Giant mood increase
-Hard to overdose, non-lethal overdose
Cons:
-Small chance to go berserk/dazed while under effect
-Consciousness jumps from 20%max to 80%max randomly
-Giant debuff to manipulation, talking, hearing and sight
-Builds tolerance really quick
Berserker pack syringes (inspired from doom series, and hideous destructor mod, which I love greatly) - a military developed chemical used to turn ordinary men into killing machines, and save dying marines
-Tripled melee damage from strikes, and quadruples damage on melee item per use.
-Higher movement speed, boosts of all stats across the board, and a near immunity to pain
-Gaurentees mental break when high WILL be berserk, also raises mental break threshold temporarily, so its mentally destabilizing, and very scary to administer, due to risk of them turning.
-Regeneration from wounds is quadrupled, shots will heal up almost mid battle from intensified regeneration of bodies cells during the high.
-High lasts for maybe a few hours, not much longer than a normal battle would.
-Coming off the high has a debilitating crash, ending with huge feelings of lethargy, lowered consciousness, lowered physical ability, and all the pain of wounds crashing down on the user for a while, until they rebound, and get medical treatment.
-Addiction would make users very irritable, weak, and prone to health issues as well, perhaps continued use causing heart failure, or cancer.
Flesh mend - Pills developed in the glitter-world as a general "cure all" medication. very expensive for off worlders, but invaluable for its versatility.
-Pill causes passive regeneration in the user, nowhere near as much as the experimental military berserk, but can be used to compliment medical treatment.
-Pill causes wounds to heal faster, boosts blood filtration, has slim chance to repair scars, or even issues like badback with enough time, pills, and luck. Perhaps an EXTREMELY low chance to regrow entire organs
-Pills make the user weaker, less conscious, more susceptible to pain slightly, and makes the body weaker to damage in general due to the body putting all efforts into building, making the body weaker, and squishier during that time. Also has a slight soothing effect on the user, helping to push past pain, and make hospital visits better.
-Addiction would lower the immune system drastically, make wound recovery harder and very slow, and make the user far less influenced by pain when addicted and withdrawing, and has a boosted chance for scars from messed up healing, slightly agitated by addiction taking a mood hit
Well we could start with wild heal root. Getting early game meds is tough if you don't start with any.