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?
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?
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?