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Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 8:36 am
by thosholm
Nevrax did at some point not too long ago announce the creation of new skill lines, amongst those: Alchemist.
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 10:45 am
by rakeesh
Considering the nature of the game, I think a slick line of consumables would be perfumes/oils made from materials gained from certain mobs, and when applied, caused those mobs to not attack you for a limited length of time.
Kill a kipucka, and have a chance at recovering a scent gland from it. Have a crafter/alchemist process it, and you get an oil. Apply the oil, and you can walk around other kipuckas and not get eaten for a limited length of time, because you smell like one of the hive. It wouldn't work against kiban or whatever, you couldn't use more than one at a time, and if it wears off in the middle of a nest, hoo boy!
It'd be handy for harvesters, and perhaps scouts.
Of course, even as I suggest this, I'd say that it'd be nice to have Nevrax sort out their current source features and bugs before worrying about new code, though.
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 12:49 pm
by jokque
Im just curious as to why people are talking about realism in a game where people shoot fireballs out of their hands and can bring back people from the dead
Oh and they could easily add potions without it breaking any gameplay balance;
Potions could be on a timer, like 2 minutes or something.
They could only be made by crafting, but the resources would come from harvesting (or possibly an entire new skill tree, alchemy, like mentioned earlier)
They should also be level based, according to what skill you had used on the monster you were fighting so far in the combat.
Ie if you have a character with 250 in a nuking skill, but were leveling your lvl 20 melee, the potions you could use would be quite low. So you had the choice between spending mats (ie the potion) and survive the fight to gain xp, or just nuke the mob with 1 nuke and not gain any xp.
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 1:00 pm
by geezas
rakeesh wrote:Considering the nature of the game, I think a slick line of consumables would be perfumes/oils made from materials gained from certain mobs, and when applied, caused those mobs to not attack you for a limited length of time.
Kill a kipucka, and have a chance at recovering a scent gland from it. Have a crafter/alchemist process it, and you get an oil. Apply the oil, and you can walk around other kipuckas and not get eaten for a limited length of time, because you smell like one of the hive. It wouldn't work against kiban or whatever, you couldn't use more than one at a time, and if it wears off in the middle of a nest, hoo boy!
It'd be handy for harvesters, and perhaps scouts.
Of course, even as I suggest this, I'd say that it'd be nice to have Nevrax sort out their current source features and bugs before worrying about new code, though.
This is a verry cool idea
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 1:04 pm
by geezas
jokque wrote:Oh and they could easily add potions without it breaking any gameplay balance;
Potions could be on a timer, like 2 minutes or something.
They could only be made by crafting, but the resources would come from harvesting (or possibly an entire new skill tree, alchemy, like mentioned earlier)
I'd rather have a noval new way to use the resources like rakeesh mentioned then another emergency button. I allready have self heal hp,sap,stamina focus, melee shield, magic shield, invunerability. I don't realy see a reason to add one more. if you need more then that, you might want to get a bigger team or fight less tough things.
On the realism, what would be real in sor? the new screenie form the devs seems more like a picture form unreal tournament
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 1:18 pm
by random44
geezas wrote:On the realism, what would be real in sor?
When I say unrealism, I mean things that should not be possible anywhere, even in a place like Atys. For instance, one should not be able to just instantly take something out of their bag and consume it; it takes a little time.
And I totally agree that shooting fireballs is not real; at least not when comparing it to our reality. It could be real somewhere though....
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 1:28 pm
by geezas
random44 wrote:And I totally agree that shooting fireballs is not real; at least not when comparing it to our reality. It could be real somewhere though....
Discworld
That is real
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 1:30 pm
by borg9
geezas wrote:Discworld
That is real
I almost called Nine, Luggage .... in fact that is my pet name for her
Re: "Potion Like Consumables"
Posted: Thu May 05, 2005 2:01 pm
by marct
mmatto wrote:I like the idea of negative side effects as it would reduce the effectiveness of potions. I don't like the future where you would have to have bag full of potions when you go hunting and you are most of hunt highly buffed with various potions.
I want booze potions...
This thread was about crazy ideas, right
Two solutions for you. You need to purchase a seperate item tha holds consumables to keep them "fresh" maybe you can only buy a vial for consumables that holds 5 or 10 or 15. With GREATLY increased prices for the higher ones. Or Rites that give you a bigger Vial.
The second is similar to your booze, there should be consumables that are unidentified, even if you bought it from the barman, you should not know what it does. Or, that Yelk dropped some purple Yelk moss, and when you eat it, it does something, maybe it moves your camera in Random Gyrations behind you. Wouldn't that be crazy? Or maybe your whole screen goes out of focus(blurry), or maybe you can only see things up to 50m away all of a sudden (vision prbolems), You can't run, or you are stuck running at 3x speed.
Noin.