CityEighteen / post-nuke-roleplay

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Narcotics and Medication #5

Open Mitcheh opened 11 years ago

Mitcheh commented 11 years ago

Requested by: Plythios

The science class should; with a special alchemy set, be able to craft narcotics that would not only serve as an addicting and hallucinogenic product, but would also enact several buffs and or de-buffs on the taker. Long exposure and over use can cause an addiction. Addictions can occur when the drug is used too many times within a set time-frame.

Visiting a scientist and using his dialysis machine is the only way to cure addictions. Perhaps, to make things easier, if you'd hover of the narcotics an alert would show detailing how long ago the medication was last taken and weather or not taking it again would risk addiction.

Now, I've done an incredible amount of research to make this seem as realistic as possible. The drugs I have mentioned here are real. And I could reference more of them to the game.

(We could rename the drugs to protect the kiddies, like has been done in fallout, but why would we? kids shouldn't be on the internet ಠ_ಠ)

Crystal Methylene: This highly potent and reactive substance that accelerates body functions, It causes your hunger and your fatigue to decrease slowly. Increases your FOV (Field of view) while warping and blurring your vision slightly. It causes you to ignore minor pain (10% Damage reduction) allows you to run temporally faster (10% Running speed) Accelerates healing (0.25+ Health added per second) All while under the the effects of this drug. Is highly addictive and becomes an addiction after only a few uses in a space of time (3+ uses) It's also relatively easy to make and cheap on resources.

Heroine: A strong and highly addictive chemical, also an analgesic used for post-surgical and chronic pain relief. It was a popular form of recreational use before the cataclysm, Due to it's virtually non existent side effects. It helps shrug off even the most brutal hits (30% Damage reduction) Helps relieve shock and stabilizes the user (1+ Health added per second) Extremely addictive. more using more than one of these every so often can lead to addiction. (1+ uses)The refining process is also tedious so it's an expensive narcotic to make. It can be refined to make heroine.

Morphine: The more refined version of heroine. Was used to greater effectiveness before the cataclysm due to it's purity. Much more potent. but can easily kill you if you accidentally overdose. let alone becoming addicted. The highest damage reduction out of any narcotic makes this an ideal asset to wastlanders that need to fight when the going gets tougher. (40% Damage reduction) It's higher dosage doesn't make for better health regeneration, however. it does mean that the drug lasts longer. So that means more health it total. (+1 Health added per second) As for the addictiveness, the purity doesn't make it any less addictive. it's on par with it's less potent cousin. Requires at leased one dosage of heroine to make.

Methadone: Used as an anti-addictive for those trying to break dependence on opioids and other adictive substances. A quick fix; but if you want to get properly cured it's best to visit a scientist/doctor. Can alleviate the effects of addiction temporarily. Will also warp, skew and vibrantly colour your view for a short time after the drug is taken.

Radiation medication: Now, I know radiation isn't implemented yet. (I hope it will) But I thought I'd elaborate anyway.

Prussian Blue: (Turns out, this is a real radiational resistance drug. And it works too.) Prussian blue protects against radiation contamination by absorbing thallium and cesium-137 into the intestines. It helps ward off the immediate effects of radiation (30% Radiation resistance) And cures minor radiation sickness (-200 sieverts - that's the unit of measurement that is used to grade level's of radiation strength) It isn't addictive, but can kill you if you overdose. (+3 uses)

Diethylenetriamine pentaacetic acid (DTPA): (Another existent drug) DTPA binds to particles of the radioactive elements plutonium, americium and curium. The radioactive particles pass out of the body in urine, thereby reducing the amount of radiation absorbed. It somewhat helps resist radiation for the short time it's active in your system. (5% Radiation resisitance) But it's real use is to help treat radiation that's already absorbed. (-1000 sieverts) It will reduce your sievert count However, it won't remove all of the effects, most will still be enacted, up until you use a doctors/scientists dialysis machine.

Now. There's a scale that i have made that should be used to categorise the different levels of exposure to the negative effects of the radiation, taking into account any skills/perks that may be added in the future or the wastlander's already in place resistance to the said radiation.

the scale is from 0.4 which is basically living life, to 10,000 sieverts which is irreversible harm (Death imminent).

500 sieverts: slightly lowered speed. tire a bit faster. All which gets worse as more radiation is absorbed. 3000 sieverts: lowered speed, exhausted a bit faster, your mellee swing speed is reduced, your carry capacity is reduced, Occasional blackouts and screen blurrs. all which get worse. 5000 Sieverts: Drastically lowered speed, and fatigue quickly. Drastically reduced swing speed and carry capacity. All which get worse up until 10,000 sieverts, which is basically dead.

Here's a chart for refrence: http://nv4cfe.org/files/2011/05/radiation_chart_3.png

The medication can remove the attribute penalties, but it won't remove the feinting, blackouts and screen blurrs.

All this radiation medicene and narcotics are well and done, but to cure addictions or radiation poisoning entirely there is a dialysis machine the scientist/doctor can craft. It requires power to remove all of the effects of the affliction, but can be run manually and remove only some of the effects. It can also be used to remove drug addictions. Now, Normally a dialysis machine wouldn't be able to do this, But since this is 'Post' Apocalypse meaning in the future we can assume these machines would be able to clean our bodies thoroughly. Where the scientists got the blueprints for these things, I don't know. But we're assuming they already had the knowledge on the time of induction and had the time to research it thoroughly in the meantime. And blueprints? Now there's another idea.

As for detecting the radiation in the first place, maybe a blue print for a Geiger counter that also patches into your bloodstream? perhaps it could detect the radiation in other people's bloodstreams too? That could work so scientists can diagnose the level of radiation poisoning. Something like that could exist. it would detect encountered radiation and particles already in your system. This could mean that we could include a hud or UI scale that indicates the level too, like the one in fallout. That would be nice.

And i assume that everyone would already have a basic radiation detecter, maybe just a watch that would beep once when radiation is detected, instead of detailing the strength. once it would beep the user would know to head inside or seek radiation therapy, Or just head out of the general area.

Thanks, And please consider. Plythios~

Mitcheh commented 11 years ago

Comment by: Plythios

Players could tap their blood for money, from a doctor or for their faction/group mates in need on a dialysis machine to produce bloodbags for other players short on supply, (That have been shot etc. Blood would regenerate over time if the donor is not starving.) you would also be able to find blood bags in scavangable piles, Just insert the blood bags into the machine and choose a player to top up and you're ready to go. I assume this magnificent piece of technology would make all blood types comptible so no need for a distinction.