Morbo513 Posted February 7, 2014 Share Posted February 7, 2014 Simple enough. If you consume a lot of cigarettes or alcohol over a period of time, you become addicted. If you go long enough without the respective item after becoming addicted, you will suffer consequences like increased irritability and such. If you use these items often in certain circumstances, you will begin to "need" to use them when those circumstances arise. This bit's gonna be a bit off the wall;Other less legal (But hey, what's law in a zombie apocalypse?) drugs could be added with their respective positive and negative effects. Heroin (and Morphine):Positive effects:Pain relief (For extreme pain/agony) Negative effects:IncapacitationQueasiness (Vomiting implemented?) on first few uses NPC interaction effects:Incapacitated (Higher chance to be robbed, outright killed etc.) Risks:High addiction rateZombie infection or other disease when administered with non-sterile needle Required materials:Syringe, Lighter, Spoon, Belt Cocaine:Positive effects:Reduced mental fatigueReduced physical fatigueFearlessness Negative effects:Post-high; Pain (Headache)Physical and mental fatigue NPC interaction effects:Increased aggression Risks:Mid-high addiction rate Cannabis: Positive effects:Massive stress reliefBoredom reduction Negative effects:Massively increased susceptibility to panicSlightly increased susceptibility to physical fatigue Neutral effects:Drowsiness NPC Interaction effects:More suggestible (Player would have a higher chance to be forced to concede to aggressive NPCs) Risks: Low addiction rateQueasiness Required materials:Cigarette, lighterOR (If added)Tobacco, Papers, lighterBong/pipe, lighterORCooked into edibles (Can you bake cakes and cookies in this game yet?) Ecstasy: The PC feels a compulsion to hug and rave with any zombie/npc in sight.PCP: Control of the PC is revoked from the player; Watch as your character goes on a rampage fighting dragons, minatours and life-size Spiffos hell-bent on world domination. When NPC survivors are added, your use of drugs, if witnessed or obvious could have an effect on their loyalty to you. If a given NPC is a drug addict themself, they may pressure you to use them, threaten you for them etc. There could also be pertinent traits that increase your resistance to addiction and such. Link to comment Share on other sites More sharing options...
Dreadhawk177 Posted February 7, 2014 Share Posted February 7, 2014 I'm pretty sure the devs confirmed that no controlled substances would be implemented. Sounds like it'll be in a mod anyway though... Link to comment Share on other sites More sharing options...
Morbo513 Posted February 7, 2014 Author Share Posted February 7, 2014 I'm pretty sure the devs confirmed that no controlled substances would be implemented. Sounds like it'll be in a mod anyway though...That's a shame, but I can see the reasons why. Still, these things would be around in a zombie apocalypse, so I hope they're added in some capacity. megaman204 1 Link to comment Share on other sites More sharing options...
Thebig44 Posted February 7, 2014 Share Posted February 7, 2014 I do agree that this won't be implemented into the vanilla game due to Law. Link to comment Share on other sites More sharing options...
harakka Posted February 7, 2014 Share Posted February 7, 2014 How long would modern drugs be around though? I don't know how much of US drug supply is home grown, or cooked from chemicals that will still be available when wheels of industry stop turning, but I'd wager not that much. Small scale weed, opium and tobacco growing and brewing alcohol would still be doable of course. Link to comment Share on other sites More sharing options...
megaman204 Posted February 8, 2014 Share Posted February 8, 2014 this is an awesome idea Link to comment Share on other sites More sharing options...
Ora Posted February 8, 2014 Share Posted February 8, 2014 Controlled substances or no, I think they devs have stated that they want there to be consequences for extended drug use before all is said and done. Dependence, tolerance, and addiction may be things we will see in the future attached to items like alcohol, cigarettes, anti-depressants, sleeping pills, painkillers, and beta blockers. Link to comment Share on other sites More sharing options...
Morbo513 Posted February 9, 2014 Author Share Posted February 9, 2014 That's good to hear. I wonder if they'll add Nicotine patches & gum too, in addition to the medical consequences Link to comment Share on other sites More sharing options...
Viceroy Posted February 10, 2014 Share Posted February 10, 2014 I think this is vital, drugs are lootable and extremely useful for pain relief and anaesthetic. Growable marijuana would be a good source of renewable stress-reliever like cigarettes act in-game. Addiction would be a great dynamic to exploit for gameplay reasons. I remember long ago on the main page that it said something along the lines of "Fight off depression and desperation with drug use but beware the effects of withdrawal in the apocalypse" or something. Definitely piqued my interest back then. Still does. And it's not like this is a game for little kids anyway. It is full of walking corpses after all. Link to comment Share on other sites More sharing options...
silents429 Posted February 11, 2014 Share Posted February 11, 2014 I thought older versions had addictions, or something along those lines, and of course addiction, and dependancies will be added, but I rather they don't use a bunch of drugs like that.Just make up a drug to use, least it won't needle at me as much. Link to comment Share on other sites More sharing options...
Viceroy Posted February 11, 2014 Share Posted February 11, 2014 Chariot is my suggestion for a stimulant drug. Pyro! Kite! lol! Link to comment Share on other sites More sharing options...
CatGuitarist Posted February 12, 2014 Share Posted February 12, 2014 This wouldn't make much sense, atleast right now. When you are addicted to something, and can't have it, you get anxiety and bad moods, wich don't have any impact in the gameplay.When NPCs are added, i frankly think your idea would be put right in the game. Maybe a new trait, called ''Self-Controlled'' wich moderately decreases the effects of not taking drugs, or a negative one that moderately increases them.Maybe a new job, as a drug dealer? That would give birth to the Self Controlled trait.. Link to comment Share on other sites More sharing options...
silents429 Posted February 12, 2014 Share Posted February 12, 2014 This wouldn't make much sense, atleast right now. When you are addicted to something, and can't have it, you get anxiety and bad moods, wich don't have any impact in the gameplay.When NPCs are added, i frankly think your idea would be put right in the game. Maybe a new trait, called ''Self-Controlled'' wich moderately decreases the effects of not taking drugs, or a negative one that moderately increases them.Maybe a new job, as a drug dealer? That would give birth to the Self Controlled trait..Self control doesn't fight addiction, not drug ones.If your body has a dependancy on the drug, Well it depends on the drug, you don't just use self control. Link to comment Share on other sites More sharing options...
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