Started by British, September 27, 2013, 04:55:38 PM
Quote from: Tynan on September 27, 2013, 04:48:03 PMI'm offering a drug system to the KS backers as a thing to vote for.
Quote from: British on September 27, 2013, 04:55:38 PMQuote from: Tynan on September 27, 2013, 04:48:03 PMI'm offering a drug system to the KS backers as a thing to vote for.Not sure if serious...What I'm sure about, though, besides this subject probably not being fit for the thread, is that whenever there's some sort of temporary effect drugs/stims/whatever in a game, I never use them.That kind of make me sad because it's a feature I'm not using, but I don't find any interest in having a short boost when (if) I can be consistent without having a use for it.Hmmm, I can't really write it down the way I want, but... you know...
Quote from: British on September 27, 2013, 05:21:32 PMThen I guess it would be better-off in the possibly higher difficulty levels, where crazy micro-managing is the norm.And by the way, isn't that discussion very off-topic, in an Off-topic forum ?
Quote from: Tynan on September 27, 2013, 06:26:31 PMTo clarify, they're not implemented... they're something I'm offering to KS people as a thing to vote on.
Quote from: Jakadasnake on September 27, 2013, 06:54:24 PMDamn dude! I was totally going to ask if I could cook meth in this game too. You rock!
Quote from: Tynan on September 27, 2013, 05:14:03 PMThe effects won't be temporary. It's not a boost like in Fallout.I'm thinking the more important aspects would be:-Growing the drugs-Refining the drugs-Dealing with the ups and downs of having colonists addicted to the drugs. This includes:---- They're "happier"---- They have long-term health problems---- They may exhibit unstable behaviors---- They fight differently; don't get incapacitated, perhapsIt's not a button you push for a short-term boost, it's a part of the sociology and economy of the colony.
Quote from: applemachine on October 05, 2013, 06:57:20 PMI really like this answer. You seem to make this the policy in several answers you've made. It seems there is an overarching policy to keep this game interesting as a simulation rather than as a DF style RTS. I like this idea very much. This is what will keep me engaged for hours. Making a change to the society, such as introducing a drug, just to see the effect and then removing it to see if they can return to 'normal'. Plus I really like the idea of drugs in games, but have yet to find anything that I like. This seems like a fun idea to me.
Quote from: walti921 on October 05, 2013, 08:28:24 PM if you thought medical professionals never got high on their own supply you'd be wrong