Jump to content

kindouh

Member
  • Posts

    2
  • Joined

  • Last visited

kindouh's Achievements

  1. I don't think you will easily find tobacco seeds in Kentucky houses in 1993, maybe in a kind of farmer/flower shop ?
  2. As a smoker (*sight*) maybe I can give some usefull feedback If you want to truly relate in-game what a smoker without nicotine feels you need to understand how its addiction works. - Physic addiction lasts 48 hours after the last cig and effects are difficulty to focus, unhapyness/angriness, dehydration (character should drink more) - After these 48h, nicotine has been flushed away by our body so it's only psychological/self-conditionment Of course there are a lot of studies but this is a quick summary. The main idea is that becoming a smoker is an auto brain-fu**. So, here are few ideas to make the Smoker trait more realistic in-game : For the Smoker : - Being stressed after a while whitout cigarette - Probability to have anxiety if stressed but not having cigarettes in inventory or if having cigs but no lighter or matches. - Smoking a cig should have a kind of beta-blocking effects if the character has panic mood / it should also deal fitness malus / exhaustion - It should also attract zeds in a way. Maybe because of cough ? or only the smoke ? - Fitness malus overtime (lungs health deterioration) - Hunger reduction - Maybe symptoms of withdrawal after a meal ? Most of smokers needs a cig """"for a better digestion"""" For the quitting smoker : - Stress/anxiety/sadness during 2 days : difficulty to sleep, more hunger if the character hasn't occupation - Stress/sadness if the character sees cigs while exploring the world - Huge relief/boost if the character smokes, but reset of the quit-smoking-logic. For the non-smoker : - Smoking causes sickness and cough the 5 first cigs, then only dizzyness the 5 next. - Dehydration - Beta-blocking effect - Smoker trait appears itself after 10 cigs in a defined span of time. I think it should be fun to set the border between the non-smoker who smokes once, and the character who becomes addicted. Maybe with auto-consumption like water ? It could lead to funny situations where you realize your character is newly addicted ("less cigs in inventory than last time I've checked..."), or if you want to test him : I left 1 cig in its inventory, will it be auto-consumed and am I doomed, or has my character recovered from his addiction ?
×
×
  • Create New...