Suggestion: Craftable pills and new profession, chemist?

Steinmeyer

Provider
Joined
Aug 18, 2011
Posts
142
Society
Freelancer
Avatar Name
Lord Vondur Steinmeyer
Would be a great resource sink and good for the economy.
Could be skillgain, regen, crit, runspeed, reload, dodge etc effects.

Pills should be really expensive to craft in terms of MU and TT to make sure anyone gaining these advantages also needs to pump a lot of money in to the economy and help increase markups overall.

The exception would be any effect that is just fun or convenient without any cost to the economy.
 
  • Like
Reactions: jak

Svarog

Slayer
Joined
Dec 11, 2006
Posts
9,189
They tried it with nanobots, before they invented the webshop. And now the pills and stuff are the selling point of the webshop.
 

iulrorck

Guardian
Joined
Jan 31, 2005
Posts
236
Location
paris / france
Society
AF-RFC
Avatar Name
iulrorck abaddon bark
anyway i like this idea. :) kind of body enhancer with skill link to that limiting the amount of drugs support by the body or second effect ( like the camera change in orpheus cave )
 

jak

Stalker
Joined
Mar 28, 2005
Posts
2,212
Location
USA
Avatar Name
je jak bam
This is a great idea!!!

And maybe they can make gardening useful by gardening the materials and then prepping and mixing the stuff together to make the new buff drinks or whatever!
 

Hijacker27

Elite
Joined
May 14, 2007
Posts
4,964
Location
Mississauaga Ontario, Canada
Society
Payn-Inc
Avatar Name
hijacker Hijacker27 inferno
Make nanobot components drop again maybe?
 

Steinmeyer

Provider
Joined
Aug 18, 2011
Posts
142
Society
Freelancer
Avatar Name
Lord Vondur Steinmeyer
I was away from the game for many years and completely missed this whole nanobot thing.
 

jak

Stalker
Joined
Mar 28, 2005
Posts
2,212
Location
USA
Avatar Name
je jak bam
I was away from the game for many years and completely missed this whole nanobot thing.
You didn't miss much. The logic on making an item out of robot parts that you put in your head to give you a buff for a short time was not logical so they phased them out. The idea of using plants or things to make buffs is a MUCH better idea! :)
 

Lefty

Stalker
Joined
Mar 5, 2009
Posts
1,674
Location
Billy's Spaceship Afterworld
Society
Calypso Rescue Team
Avatar Name
Medb Lefty Lucy
Would be a great resource sink and good for the economy.
Could be skillgain, regen, crit, runspeed, reload, dodge etc effects.

Pills should be really expensive to craft in terms of MU and TT to make sure anyone gaining these advantages also needs to pump a lot of money in to the economy and help increase markups overall.

The exception would be any effect that is just fun or convenient without any cost to the economy.
I'm mostly for it. But I see that pills need to be only slightly expensive to craft, especially in terms of MU, because so many good ideas in this game have been wrecked by massively overdoing mu/rarity and cost of play (this rabbit eats HOW much??? etc).

I don't think that craftable pills would detract from the webshop's revenue as the webshop's lack of a deposit fee still makes it appealing to serious depositors, and also because the two revenue streams present themselves to the buyer (you and me) from two relatively separate channels (browsing around the web versus researching neato things to waste money on crafting).

My 2 pecs :twocents:
 
Top