Darkwind
Scripts v. 158

*sam*


Posted Nov 22, 2007, 4:34 pm
This patch completes the addition of drugs to the game.
There are likely to be further additions/changes - e.g. to give a mechanism for players to rehab their characters.

When a character turns up 'under the influence' of one of the drugs that has a short-term effect, you'll be notified in the Event chat window and it's also listed on their pop-up info when you hover the mouse over their icon in a car.
Marrkos


Posted Nov 22, 2007, 6:43 pm
Will we know when we register for an event if the character is under the influence, or do we have to wait until the event starts?
darthspanky


Posted Nov 22, 2007, 7:44 pm
once our drunks streanth get low then what happens can we give the option to maybe make them take steroids then my doctor richard big needle can finally do something?
*sam*


Posted Nov 22, 2007, 8:33 pm
Quote:
Will we know when we register for an event if the character is under the influence, or do we have to wait until the event starts?


The intention was that you wouldn't know before-hand, as otherwise it will be very easy to avoid the negative effects. I'm not sure though, maybe some kind of report about 'how heavily they have been indulging lately'? - this would give you a risk assessment.

Quote:
once our drunks streanth get low then what happens can we give the option to maybe make them take steroids then my doctor richard big needle can finally do something?


It will take several years in-game to see a big strength drop, and only for heavier users. But it does seem that the opinion is that players should be able to administer doses on purpose.
*Ayjona*


Posted Nov 22, 2007, 8:56 pm
*sam* said:
But it does seem that the opinion is that players should be able to administer doses on purpose.


Yes, in spite of the fascist points it would gain us, I think this is a rather nifty idea.

I would like some sort of system where characters can refuse, however. Perhaps only characters with good leadership and courage values. Or become demoralized and possible leave the gang if we push them or drug them too hard.
Alocalypse


Posted Nov 22, 2007, 9:00 pm
Ayjona said:
I would like some sort of system where characters can refuse, however. Perhaps only characters with good leadership and courage values. Or become demoralized and possible leave the gang if we push them or drug them too hard.


I like this, I suggested a teetotaler character trait in the other thread which would make them refuse being drugged and not develop addictions randomly.
*sam*


Posted Nov 22, 2007, 9:00 pm
Quote:
I would like some sort of system where characters can refuse, however. Perhaps only characters with good leadership and courage values. Or become demoralized and possible leave the gang if we push them or drug them too hard.


Help! We're turning this into "The Sims: After the Apocalypse Edition"  :cyclops:
*viKKing*


Posted Nov 22, 2007, 9:01 pm
Quote:
I would like some sort of system where characters can refuse, however. Perhaps only characters with good leadership and courage values. Or become demoralized and possible leave the gang if we push them or drug them too hard.

Seems a bit complex to me. And what about more simply a possibility of a success failure of the drug on a given character?

Quote:
Help! We're turning this into "The Sims: After the Apocalypse Edition"

LOL
*Toecutter*


Posted Nov 24, 2007, 2:44 am
As a Gang Leader responsible for feeding my gang it becomes quite a simple matter of "augmenting" my members food lol....seems like an easy way around the "i don't want to bit" and gives us more control over our crack-heads B)

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