A whole new kind of Stimpacks
Posted: Tue Oct 01, 2002 11:04 pm
Ive always thought Stims were abit lame.... Its a chemical injection right? thats supposed to give you an adrenaline shot/similar and keep pain away right? Nobody ever said it could heal wounds (literally close them) So I thought it would be cool if stims withdrew the damage they healed after a few mins. First problem I encountered was that the small amount of damage super and ultra stims do are withdrawn by doing a modification of Actor Status. But if you didnt know it already... A character killed this way wont have a death animation and will just stand there frozen. So I experimented with posion damage.... Which only makes one unsolveable problem.... You can remove the stimpacks posion dam with an antidote and thats not so good. This isnt that great a problem though, since the way normal posion work with the core monsters wont mean that you need tons of antidotes. So unless you want to use this system on a map with many enemies that do posion damage there shouldnt be any probelm.
Normal Stimpack:
Random heal of 20 to 40 HP, 2 normal DR, an immidiate respawn of 3 AP, 1 AC.
About 2 minutes after using stimpack the char will be poisnend for 65 points of posion damage and the bonuses will disappear along with using 3 AP. One minute after that 45 Posion damage will be retracted, so that only about 30 poison damage is actually applied (This is nessecary among other reasons since the damage will be dealt very slowly if the posion damage is only 30)
Super Stimpack:
Heals a random of 40 to 80 HP, 1 STR and 1 EN, 10 normal DR, respawn of 5 AP, 25 MaxHp (Doesnt just heighten the cap of HP but also heals the 25 HP) 1 AC, -10 Fallover (I dont really know how the derived stat fallover works though? I think a high number will make you fall more often, although I dont know if the opposite works as well) About 60 posion damage will be applied (Using same method as above of course) When the posion damage is gone a withdrawel of -3 Normal DR, -10MaxHp, -1 EN (Fallover stat here as well) Withdrawel will last 25 hours.
Ultra Stimpack:
80 to 120 Heal. 15 Normal DR/8 Threshold, 5 AC, 6 AP respawn, 100 MaxHP, 2 EN, 2 STR, 2 AG. (Got some fallover modifier too.. anybody know how it works?). When modifers go away about 70 poison damage will be dealt in total. The witdrawel is quite heavy on this one and lasts for 100 hours (Withdrawel for this one will only mean something in campaigns of course)
The point of this is to prevent players from relying on stims for healing and will make First Aid and Doctor a nessecity and not just commodity.
Now some might be thinking: "Well if I use a great number of stims at once ill have a very high DR and that would kinda defeat the concept of reality cuz my char would be almost invulnerable" But you see, theres the twist... This way to much posion damage will accumalate and kill the character quite fast! The higher posion damage your char have the faster it will be dealt.... and then the damage given back will suddenly be higher than the damage healed initially.
Its about 2 days ago I got this idea... and so I tested it and it seems its working nicely and im gona use it in my maps for the time coming. Although ive heavyli modified the wepaons in my map as well you might wana change the numbers abit if you wana use it. The concept is adaptable anyways .
-(Edit: Sorry about bad grammar... Im alittle beat)-
Normal Stimpack:
Random heal of 20 to 40 HP, 2 normal DR, an immidiate respawn of 3 AP, 1 AC.
About 2 minutes after using stimpack the char will be poisnend for 65 points of posion damage and the bonuses will disappear along with using 3 AP. One minute after that 45 Posion damage will be retracted, so that only about 30 poison damage is actually applied (This is nessecary among other reasons since the damage will be dealt very slowly if the posion damage is only 30)
Super Stimpack:
Heals a random of 40 to 80 HP, 1 STR and 1 EN, 10 normal DR, respawn of 5 AP, 25 MaxHp (Doesnt just heighten the cap of HP but also heals the 25 HP) 1 AC, -10 Fallover (I dont really know how the derived stat fallover works though? I think a high number will make you fall more often, although I dont know if the opposite works as well) About 60 posion damage will be applied (Using same method as above of course) When the posion damage is gone a withdrawel of -3 Normal DR, -10MaxHp, -1 EN (Fallover stat here as well) Withdrawel will last 25 hours.
Ultra Stimpack:
80 to 120 Heal. 15 Normal DR/8 Threshold, 5 AC, 6 AP respawn, 100 MaxHP, 2 EN, 2 STR, 2 AG. (Got some fallover modifier too.. anybody know how it works?). When modifers go away about 70 poison damage will be dealt in total. The witdrawel is quite heavy on this one and lasts for 100 hours (Withdrawel for this one will only mean something in campaigns of course)
The point of this is to prevent players from relying on stims for healing and will make First Aid and Doctor a nessecity and not just commodity.
Now some might be thinking: "Well if I use a great number of stims at once ill have a very high DR and that would kinda defeat the concept of reality cuz my char would be almost invulnerable" But you see, theres the twist... This way to much posion damage will accumalate and kill the character quite fast! The higher posion damage your char have the faster it will be dealt.... and then the damage given back will suddenly be higher than the damage healed initially.
Its about 2 days ago I got this idea... and so I tested it and it seems its working nicely and im gona use it in my maps for the time coming. Although ive heavyli modified the wepaons in my map as well you might wana change the numbers abit if you wana use it. The concept is adaptable anyways .
-(Edit: Sorry about bad grammar... Im alittle beat)-