Basicly, take the various chemichals that can be abused by humans that are allready cargo, and make it possible to 'mount' a unit.
-When mounted, it becomes perishable (at differnt rates)
-When it perishes, if you have another in your cargo hold, it is subtracted.
-When you mount a chem, for a set period of time (depending on the chem) NOT having it inflicts a negative penalty
-When mounted, some positive (or random) bonus is added
Cardimine: slight turn rate bonus (very small, but there). When you run out, between 2-8x (random amount, but more likely to receive a smaller penalty ) the ammount of the normal bonus is turned into a turn rate penalty. A longer 'withdraw' period is added ( a few days to a week) when you run out. Liquid Cardi would have a greater bonus, but also a greater withdraw
Tobbaco: Smokes are relaxing. The ammount of 'shaking' a ship receives when shot is halved by this. However it is doubled during the withdraw period (12hrs)
Wine (and other rotgut if added): you're drunk and just dont feel it. Ship shaking when shot is removed, and your turning rates become erratic. One moment you may be turning better than normal, the next worse. During the use and withdraw period, your sensor ranges are reduced.
SynthWeed: You've got a hankerin for some sunbucks and twinkies.......... due to the relaxing nature of this intoxicant, you recive 1/3 of the shaking from being shot you normaly would, and while in withdraw must keep food items onboard or else your turn rate is reduced slightly
I freakin' love this idea, its awesome win, but why just the user's chemicals? Add, say, H-fuel to a ship, it gets a slight speed increase. A ship with full cargo hold has less maneuverability then an empty one (Maybe?)
A million dollars isn't cool. You know what is cool? A basilisk.
Liberty Chem - Donuts. Makes your pilot fat, therefore increases the ship's mass. You can also count the effect on one's brain, the pilot becomes less willing to fight. Problem Solved.
If doable, the game would become a lot more dynamic. Just... try to convince the Dev's.
Meh, buffs are too hard to balance. A lot of work for so little gain, it would create quite an interesting combat enviroment, but tbh I don't see your suggestion as an improvement. For one, all of your suggestions are practically the same, affecting only turn rate and ship shaking (something I don't think can be altered, at least not dynamically.)
One would be determined superior to the others, and then everyone would use that single one and no others, just like how everyone uses Adv. Cargo Scanners, Enh. Thrusters/CMs and Graviton Shields.
So in the end you're not really providing a new and exciting battle enviroment, you're just buffing every ship in the same way. Seems kinda pointless to me.
the idea was toyed with for a fuel idea (so you cant spend day on day in space an adds a boost to the economy) but overall the idea didnt make it far.
As for perishable equips, it may bug the game if said equipment just "expired". Maybe it'll be trteated as destroyed equipment, maybe the effects stay until the ship docks, or maybe it just crashes the game.
Its very interesting idea, and if it were implemented, it would make disco that much more exciting.
I very much doubt that the amount of screen shaking, and turn rates, can be adjusted dynamically. It's a good idea but this'll probably turn out to be a "can't be done due to engine limitations".
On the other hand:
Atomic chewing gum: When it runs out, weapon damage increases temporarily. Because you're all outta gum.
Wide awake in a world that sleeps, enduring thoughts, enduring scenes. The knowledge of what is yet to come.
From a time when all seems lost, from a dead man to a world, without restraint, unafraid and free.
Mostly retired Discovery member. May still visit from time to time.
' Wrote:I very much doubt that the amount of screen shaking, and turn rates, can be adjusted dynamically. It's a good idea but this'll probably turn out to be a "can't be done due to engine limitations".
On the other hand:
Atomic chewing gum: When it runs out, weapon damage increases temporarily. Because you're all outta gum.
Eh, certain buffs may make things cool and all, but it may also make gameplay alot more complicated.
Its a thing to toy with, just needs uber balancing before implementing.