[quote=“NQT, post:1, topic:3199”]Hi guys. Here I’m floating some ideas for Cata-DDA additions that I’m looking to make in the next month. Any input on unit amounts or how certain things might best be achieved etc. are much appreciated.
Eyedrops - heals the ‘Boomered’ status. Possible ingredient in Krokodil.
Questions: How many units should be in an eyedrop container? Should you be able to make it with advanced cooking skills?[/quote]
A typical eyedropper should have dozens of charges I’d think.
Basic eyedrops are just a saline solution, it’s actually a very easy recipe. (boil water with the right amount of salt and baking soda)
Alternately we could say that quickly clearing boomer bile takes stronger measures, like copious flushing. In that case you’d improvise a watter bottle full of saline solution or something. Not sure which way to go with that.
[quote=“NQT, post:1, topic:3199”]Krokodil - Easy drug to make (cooking requirement 3?)
Ingredients:
Eyedrops/Iodine
Gasoline
Matchbook (for the red phosphorus)
Codeine
Takes 30 minutes. Inflicts: Opiate for 40 turns, High for 15 turns. Increases morale by 50(?).
Now, in real life, this drug rots the user’s skin off. Is there an already existing mechanic that would simulate this debilitating effect or should a new disease or mutation be made? Perhaps each step could increase the user along the Ugly and/or Weakening Mutation trees?
This stuff is legitimately awful, but it’s a good pain-killer and morale booster and it could be made to be a common drop in some areas or on some monsters (hobo zombies? addict zombies?), so there might sometimes be a tactical use in taking it.
Further Questions:
How many units of eyedrops/iodine/codeine should be used? Did I get the Krokodil recipe correct? Should I call it by its street name or by its chemical name, Desomorphine?[/quote]
I’d stick with the street name, I have no idea what the recipe for Krikodil is, I hadn’t heard of it before today.
I don’t think there’s a effect that covers this, I think progressing down the ugly/weakened mutation path would be an acceptable hack, but adding a new long-term disease would be the more correct solution, depends on how much work you want to put into it.
[quote=“NQT, post:1, topic:3199”]Proper Mushrooms
As it stands, I believe, there are three types of mushrooms that all have the same description and appearance but three different effects. I think a survival skill-related mushroom picking would be good, but I have little idea how I’d implement this.
Suggestion:
Change the name of default mushrooms to ‘unidentified mushroom’. Each time you forage a mushroom, you have a random chance of it being replaced with an identified mushroom, with the chance increasing with your survival skill. I’ve discussed elsewhere the kinds of mushrooms it might be replaced with, but roughly: a few edible tasty mushrooms, a few disgusting but harmless mushrooms, a few hallucinogenic mushrooms, a few poisonous mushrooms, one almost-always-deadly mushroom). There’d be about a several possibilities with different occurrence chances (all based on genuine New England mushrooms). Mushrooms you find in people’s houses would be replaced with the identified ‘field mushroom’ type.
Questions: there’s obviously an issue with how the mushroom system would work. Once picked, if you increase your survival, will you be able to identify the mushrooms you already have? Or should they only be identifiable if you’ve read the appropriate books? How would that be implemented, code-wise?[/quote]
This sounds good. As for implementation I think a forage muchrooms action would be good as a way to practice survival, but that’s just about finding the mushrooms.
I’d make the determination of mushrooms deterministic, so if you have survival 0, you identify nothing, survival 1 would identify some easy to spot ones, etc, all the way up to potentially rare medicinal ones that look like dangerous ones.
For implementing hiding identity on the code, they would have a set of properties that would determine how hard they are to identify and what the appropriate skill is. e.g.
"name" : "tasty mushroom",
"secret_identity" : { "skill" : "survival", "level" : 1, "fake_name" : "unidentified mushroom",
"fake_description" : "An unassuming mushroom, it might be delicious, it might be deadly, you're just not sure." },
"description" : "A mushroom you recognise as good to eat.",
(not totally sure my json syntax is right)
If you want a group of items to be confused for each other, you need to be careful to make the names and descriptions identical, but I think that’s beetter than the overhead of having a whole seperate list of fake definitions.
Then in the item display code, you’d check these properties agains the player stats to decide what to display. Also need to potentially hide other stats to avoid giving clues.
This could be generalized to other things, for example if you have a too-low firearms skill, you might not recognise a gun, and it would just be described as “a rifle” and have its stats hidden.