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Medicine Expanded Use Part 2 (31 Votes)
Medicine will decrease the time to cure addictions by 10%  16.13% - 5 votes
Medicine will decrease the time to cure addictions by 25%  29.03% - 9 votes
Medicine will decrease the time to cure addictions by 50%  54.84% - 17 votes
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Medicine Expanded Use Part 2
*sam*
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Valiance said:

- Make gangers (the most valuable thing in the game) weaker for no benefit.


They do have benefits:  http://www.darkwindwiki.com/index.php?title=Characters
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Posted Apr 3, 2020, 11:58 am
*Bastille*
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darthspanky said:
what would really be nice for camps is a mecical facility, working similar to mech shops, better first aid in camp better the med facility, at a caertain level of first aid skill similar to mr score you can produce medicine?


I like this, with the spec idea Xman has for addiction a FA of level 3 can get a camp medic spec

If lots of options for extra meds, which I think is great (Driving to Elms and waiting weeks to get down from heavy addict can take game months, if for several substances it can take a game year or longer) the speed benefit should be about +25%. Greatly increased bonus but still makes it hard to fully remove heavy drug addiction, but might make addictions manageable. 50% is too much like a switch and removes the character that drugs give.. a character. They can be a bloody nuisance.  Literally  :o

I would assume the elmsfiled hospital already has a ful rehab facility including all sorts of fun drugs and the benefit would be insignificant as the hospital already has these meds and professionals. This just extends the benefit to other places, with the right personnel and facilities to use them. I would still say the best other facilities (hospitals) would be slightly less effective than EL and camps less again, scaled to the facilities.

EDIT: I always kept at least one unit of med supplies at camp, knowing it didn't work, just rping the need for them.
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Posted Apr 3, 2020, 1:44 pm Last edited Apr 3, 2020, 1:45 pm by *Bastille*
Valiance
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They do Sam, but the Strength and Aging disadvantages outweigh any of the advantages to my mind (except possibly Zerk's no surrender). I can train all the other stuff. There is nothing I can do to reverse Strength or Aging loss.

(I'm not trying to change your mind. I know we have a different view on this. But I am expressing it :-) )
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Posted Apr 3, 2020, 8:08 pm
Manfred VonRichthofen
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Hey there. I am returning from 8 years .. yeah I didnt play since 2012. And I must admit that 99 percent of my gangers being drug addict is a real pain and it really jeopardize my true return. Not sure I will actually return as I lost all my guyz.
How come 99 percent are addicted.. they are getting old okm but all of them addicted is a bit too much sorry
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Posted Apr 18, 2020, 10:57 pm
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I think i'm with val on this.

whilst i like addictions from an aesthetic standpoint they are fundamentally pointless and make the game less fun.
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Posted Apr 18, 2020, 11:23 pm
Effy
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I'm all for that. We got first aid as skill and medicine?. Give it a good value.

Not just use the medicines for aiding in drug addictions.

I like the enhanced pain that it may be caring for our gangers... that's the meaning of caring for them.
I find great that there could be gangs were the "weak" are "removed" and gangs were the "weak" are cared for.

I wouldn't mind having "random" events, not just drug addictions but also illness, and personal events.

Just a but... they should be in average mildly positive, not just negative. There could also be mild fully positive events (using "spare" time to train harder something and gaining 2 skill points) and mild fully negative ones.

Things like losing a good friend (not necessarily a fellow ganger), could give a ganger a few weeks at "reduced activity", but could also make him break his limits and get a little better.

Same as getting out of an addiction, the people that really leaves it behind and knows it real (always luring) danger could get a big bonus on courage, a very tiny bonus on all attributes just for the extra confidence gained, and also a small skill cap increase or a first aid moderate increase (being with meds all day for a long time can also teach you things).

Things like that may help with the pain of doing the "boring job", and will also help shaping our gangs.

Something like "what doesn't kill you makes you stronger".
But it's a game... don't make pains unnecesarly long to bear or if some pain is hellish at least give us hope for something good, the harder the pains the greater the gains, a full year of rehab from heavy drugs & paranoia, medicines + hospital bills... to develop psi potential?.

Anyway... just let Sam shape this camp wars thing and set all the annoyances aside.
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Posted Apr 21, 2020, 9:00 am
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Ammunition duty? Lakeesha 'The Deuce' lamented, walking out behind the main building of the Slaughterhouse's new digs. Rookies pull ammo duty.

She wasn't happy. The gang's Top Man was with her. 'Runner' Bolton wasn't the most jovial of guys, normally, but he seemed overly-morose today, walking alongside her. But then, why was the Top Man back here on ammo duty?

"Well, no time like the present." Bolton said, pointing to the crates that had just been unloaded. "Let's get this stuff into the bay. Grab that crate of .50 over there first."

She nodded and redirected her travel, grabbing a 'dolly' that was leaning against the building. She slid it up under the crate of ammunition and bent down to secure the loading strap.

Bolton thought he heard someone yelling behind him. He couldn't make out what was being said. He was focused on the task at hand.

The .45 was double action. No tell-tale hammer click to warn her.

Over the report of the weapon, his brain finally put together the words one of his gunners had been trying to convey to him the moment before the JHP .45 round tore through the back of Lakeesha's skull and splattered her drug-addled brains all over the crate of .50 rounds.

"We can get her medicine...you don't have to...."

Yeah, now you tell me. He thought. Anyways, problem solved. He had a whole new crop of fresh faces to train up and this would be a perfect training tool. Drugs are bad, m'kay?

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vet wv

Posted Apr 21, 2020, 11:28 am
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Valiance said:
But addictions:
- Make gangers (the most valuable thing in the game) weaker for no benefit.
- Have long term effects, even though the emergence of addictions is random and not in your control
- Massively hurt returning players and make attracting relapsed players harder (I think the recent changes may have helped this, but it is a big impediment to be coming back each time)
- Is boring work.

Your comment that "boring is part of the game" is something that most game designers strive to avoid. Ubisoft have a concept of "boring grind" and observe that it is really dangerous to a game: players will do it, because it is efficient, but it is the beginning of the end of their engagement with the game, becuase the boredom will before long overcome their sense of progress.

I realise that I am alone in this. I think addictions (like the failed "aurora stops weapons from working) are conceptually interesting but gameplay-foolish.

We should keep Darkwind dangerous. But not punishingly grindy.


You're not alone in this.  The current addiction system is how old now?  It's painfully obvious it was created during a different time of game development.  It's been said in this thread, getting an addiction and going into Rehab can be MONTHS of real life time. 

"Take into consideration that Rehab to cure addictions can take months real time." - X Man

How is that fun for anyone?  So we have a system that can strike at any time, with zero control from the player that can easily push someone away from playing when they need to put one of their best gangers into Rehab for months?

The system also has some glaring issues.  When I returned, I didn't know about the addiction forgiveness that Sam had, so I sent a bunch over to Elmsfield for Rehab.  Once I found the thread, I PMed Sam and got 8 addictions removed.  One of the 8 was someone that I decided would just sit in Elmsfield so that I could conduct business there.  I never removed that person from Rehab.  They now have an addiction (I've PMed Sam about this).  They are still in Rehab (they never left) , this whole time, hasn't gone away.  How is someone that is already in Rehab getting an addiction?

Recruiting new gangers with addictions as well?  Awesome, I waited the 5 days so I could get a cool new ganger!  Oh wait, they're already addicted.  Lets wait MONTHS before I can play with the cool new ganger.  This isn't fun.

This isn't fun.  It's needlessly punishing.  Anything that completely removes the system, as-is, I support.  Anything that drastically reduces the rehab time, I support (Real time Months...smfh). 
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Posted Apr 22, 2020, 3:19 am
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MY 2 cents.. here it comes...
Rehab... Elms has a facility... imho, that's it... if you care enough to fix it, go there... otherwise deal with it...
As for HEALING of Physical wounds, smeg YEAH, let's put medicine to use... GREAT!
Clinics in camps? Unless you're running a MASH... uh... no... no "EXTRA healing imho"

That's my 2 bits... feel free to tell me where I'm wrong...
N.B. 2 bits is a quarter... bits are pieces o' eight!?! (random crap I heard maybe learned just the other day)
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vet wv

Posted Apr 22, 2020, 8:10 pm Last edited Apr 22, 2020, 8:11 pm by Blaer
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:) Has anything become of this topic?
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Posted May 28, 2020, 12:44 pm
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Dropdeadfred said:
How is someone that is already in Rehab getting an addiction?


well they are surrounded by people with addictions... and i understand the drug dealers of texan spend a lot of time hanging around outside the rehab windows.
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Posted May 28, 2020, 11:39 pm
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Kinda wish more of the drugs were like neos, instead of killing your character way faster it dumps leadership and courage instead doesn't it? Still a backdraw, but at least the backdraw doesn't utterly dwarf the benefits like most of the drugs. That and the Psi drug, the backdraws are massive but so are the benefits if you keep them alive.

Out of curiosity, does anyone keep an alcoholic around if they accidentally hire one? I bet someone does, but can't be a lot of people. Not sure how much value a system has if everyone does their best to avoid most of it.
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Posted May 29, 2020, 12:45 am Last edited May 29, 2020, 12:45 am by FireFly
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One of my HVY gunners is an alcoholic...she also has the highest courage of anyone in the gang.
I'm keeping her, she just likes to party.
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Posted May 29, 2020, 2:52 am
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Instead of a Factory on a camp you can place a Drug Hospital. Same size...needs workers and meds?
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Posted May 29, 2020, 3:57 am
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Camp Wars first, then I poke Sam in the rib and ask about changes to meds.

So patience.
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Posted May 29, 2020, 5:26 am Last edited May 29, 2020, 5:26 am by *The X Man*
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FireFly said:
Not sure how much value a system has if everyone does their best to avoid most of it.


This.  So much this.
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Posted May 29, 2020, 4:13 pm
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"what would really be nice for camps is a mecical facility, working similar to mech shops, better first aid in camp better the med facility, at a caertain level of first aid skill similar to mr score you can produce medicine? "

I would like to propose camps have a purpose other than pumping out rare loot with stupid high mr and fame.

some camps cant get high mr or fame due to being far south and isolated, they should still have unique purposes. keep in mind not just this topic alone ide like to see other functions related to rare tiles perhaps....

This being said I would like to propose my camp be a rehab clinic, using medicines with perhaps a faster cure time than Elms as the risk getting to my camp through FL or MO is excessive. And perhaps when my camp is offering these services to others it could get fame boosts to make it worth my time to harvest and provide the services.

Realistically my camp will never have a production purpose, getting mechs there is too hard, fame is too low, base 260, and even to ship stuff from the camp back through FL is dangerous. A different purpose for the camp would be amazing. I think maybe other peoples camps could build unique training facilities, limb reattachment services or prostectics, car upgrades without chrome but some other rare tile resource, bam theres 3 unique and viable camp services.
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vet wv

Posted May 30, 2020, 2:33 pm
Manfred VonRichthofen
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I like the prostectics idea, to "cure" the blinded in one eye affliction or anything like that. The whole idea of a medical facility sounds good, as First Aid skill is not that much usefull atm. Working like an hospital to help addiction is nice too, but it should not be more effective than Elm's hospital.

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Posted May 31, 2020, 2:38 am
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