Drugs

Discuss the game that started it all, and its sequel. Technical questions and issues go into the Fallout Technical Support forum, not here.
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Megatron
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Drugs

Post by Megatron »

Do you think drugs should be emphasized in FO3?

I think the current drugs are fine, but mabye some kind of lab to mix up chemicals to make drugs/explosives would be nice. sort of like Myron, except more useful and less talkative.

Thoughts?
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Post by jerman999 »

I like the ideas of drugs. It would be nice to be able to create the stims and Rad-X myself instead of having to go to a store and by them.
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Post by Strap »

but it should still be dificult, and if you were too crappy in that science skill area the stims or rad-x should cause damage after, or some temporary loss in a stat or stats, or just not really work that well. or on the other hand, work too well and knock you out after!
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Post by Killzig »

think explosives are definitely fun, though they have to mind not to get carried away on the chem side -- this is post apoc not blade runner cyber punk.
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Post by Spazmo »

Fallout 2 already had a pretty big emphasis on drugs. Jet and how it changes communities in Fallout 2 (most notably, Redding) were an important part of the story.

jerman999, in FO2 you could have Myron make you some drugs, although it was limited to stimpaks and antidotes.
How appropriate. You fight like a cow.

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Post by Meths »

You should be able to make certain drugs and explosives yourself as well as home-made guns (like pipe rifle). That kinds of special abilities should appear when some of your skills reach required level. For example:

stimpack: science + doctor = 250%
super stimpack: science + doctor = 300%
plastick explosives: science + repair + traps = 300%
pipe rifle: small guns + repair = 250%
etc.

That would make science skill quite useful since abilities to manufacture most of the drugs would base on that skill. The more skills you have the more effective drugs you make would be. Pipe rifle made by smbd with 150% on small guns and 100% on repair would be also more prone on jamming and generally worse than the same weapon made by smbd with sg on 200% and repair 200%. And the same with explosives - the higher skills you have the more damage they would cause. The skill that maker of certain item has should also affect it's weight. Gun made by profesional gunsmith would be lighter than the one made by anybody else.
Last edited by Meths on Sun Nov 24, 2002 9:48 pm, edited 1 time in total.
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Post by Zbyram »

Unfortunately i doubt we would even see the old drugs (same with violence) in fallout 3 because of the age restrictions. It's incredible to me that they actually care about this stuff, Fallout without sex drugs & violence is no fallout (and i'm really afraid that there would be much less of it in fo3). Drugs would be probably toned down - there would be no "addiction" word and things like that.
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Post by jerman999 »

jerman999, in FO2 you could have Myron make you some drugs, although it was limited to stimpaks and antidotes.
I know, but I really hate Myron.
Pipe rifle made by smbd with 150% on small guns and 100% on repair would be also more prone on jamming and generally worse than the same weapon made by smbd with sg on 200% and repair 200%.
Right, but I don't like the idea of industry like that in FO. ONly the BoS and Gunrunners could make guns. The char shouldn't.
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Post by Strap »

i dont know....

why dont we just make a "horodric cube" and be done with it.
one steel pipe and some wood and a spring in the cube, it transmute and youve got a pipe rifle!

i think that only certain things should be put together and at only some times in the game. so you wont always be finding pipes or explosive ingredeant when in fact you would almost never.
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Post by jerman999 »

Maybe a quest?
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Post by Blarg »

Perhaps there is a machine somewhere in the depths of a forgotten base full of Nasty Things. It can synthesize medicines and drugs if you supply materials and make Science and possibly Doctor and/or Repair rolls. Outdoorsman could be used to find (or grow!) medicinal plants. You could load the synthesizer with random stuff(Roentgen Rum, a stimpack, flamer fuel, random weeds, and BioMed Gel, for instance) to see what you get. This would provide a use for Chemistry Journals, as well.

If the relevant skills were high enough, it should be possible to make new things. For example, 10 poison antidotes could be used to synthesize a vaccine that gives +20% poison resistance. Deathclaw blood and other hard-to-find things could make a serum that permanently increases max hit points. The problem with stuff like this is that the devs would have to take steps to prevent abuse(perhaps each works only once per character). They would also need to keep the game from becoming an endless cheesy-fantasy-novel-esque quest for weird crap.
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Post by Meths »

I like the idea of the drugs that causes permament changes in your stats. For example the buffout. If you take it regulary it should make some permament minor effects, like - int -1, st +1. If your skills are high enough to create better drugs, the loses would be smaller. However in the name of game balance (not to end up with every stat on 10 :wink: ) there shouldn't be any drugs that give you profit without any loses. Or maybe, but very scarce and available only once or twice in some advanced research facilities. Maybe a quest for some researcher to retrieve some indegrient, so he can make you a perfect drug :?, increasing your hps. I don't know but making it yourself permamently would be just too much.
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Strap
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Post by Strap »

alll you gotta remember is that nothing can be way overdone. because then otherthings will be under-done.. and the game will suck. heheh, not that any/all the ideas in any forum are bad. just cant be overdone.
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Post by MurPHy »

I think that they should add pot and crack to the drugs in FO.
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Post by Insane-Lark »

MurPHy wrote:I will put some dumb-ass remark here in *Looks at watch* 42 days, 16 hours, and *Looks at watch again* 37 seconds.
You were early. There may have been a reason to dig up the thread if you had something to add as it wasn't mouldering yet... but WTF? MurPHy = gravedigger for annoyance value?
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Post by Doyle »

This thread isn't that old. Maybe he just didn't look at the last date before he posted.
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Post by VasikkA »

MurPHy wrote:I think that they should add pot and crack to the drugs in FO.
I don't mind you digging old threads, if you'd have something to contribute.
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Post by Meths »

Damn.. what's the matter with digging old threads - who cares?

You just don't need to respond if you consider the thread concluded.
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Post by VasikkA »

Yeah and if you're new to the forums and make a new thread about something, someone calls you a moron and tells you that there was a thread about it a while ago. :roll:
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Post by Insane-Lark »

Meths wrote:Damn.. what's the matter with digging old threads - who cares?
Obviously I do. Why? There are many "live" threads full of spam as it is, why dig up an older one for a one line comment. Now, if the post had been a thought out comment on the drugs used in the Fallout universe I wouldn't have grumbled in the least. By all means if there is something worth adding to a dead thread do it. Not "I think that they should add pot & crack to the drugs in FO."
Why should they add them? Wow cool, that 50's crack scene was fucking amazing eh? Oh wait, no it wasn't & if I want that I'll go play with some Jet cannisters in FO2. Hopefully if we ever get to FO3 the jet supply will be only a memory. Might have a bit more room with the pot if you'd like to get into some "Reefer Madness" oriented easter egg but on the whole where is this going to improve my gameplay? I can get stoned & lose
perception just for the hell of it? (I'd just drink the alchohol for that effect if I wanted it or enjoy the drug cocktail hangovers that already exist in the game)
The original stat affecting drugs fit well into the science fiction elements of FO. You'd have to hesitate before using anything & decide if you really needed it & if it was worth the hangover. This was a weighty decision in FO1 when you were not entirely sure how much of a hurry you needed to be in & 24 hrs or more talking like an idiot or not having the strength to carry your armor & gun could be an akward prospect. In FO2 taking a weeks nap wasn't much of a concern so I' won't bother to post on that.
Meths wrote:You just don't need to respond if you consider the thread concluded.
Thread digging is an annoying habit unless there is content to the bumping post. If too many folk had it the boards would be a mess. Spam & add useless one liners in "live" threads (I know I do my share of that). Enough said on my part. Just chalk it up to me being a bitch hon.
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