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Drug and alcohol withdrawal

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𝔄𝔪𝔟𝔢𝔯𝔮

Radio Bob Approved
Joined
Oct 27, 2020
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672
Taking a drug should have some consequences, such as said withdrawal, let this be a screen effect that makes the game harder to play, reduced max health, etc. All of course appropriately after prolonged exposure or use, depending on the substance at hand.
 
There is already a visual effect when you take drugs which lasts exactly 15 minutes. This effect stacks when you take multiple drugs at once, so I don't think an additional one should be added on top of it. Besides, if people want to RP addiction or withdrawal symptoms, they can do so themselves.

I'd rather not be stuck with an annoying visual effect on my screen for hours because I decided to take drugs to increase my cooking skill so I can cook a few headcrabs.
 
I'd rather not be stuck with an annoying visual effect on my screen for hours because I decided to take drugs to increase my cooking skill so I can cook a few headcrabs.
I don't think you would take meth IRL so you could get a better score on your pedometer from your daily jog, now would you?

I should've mentioned it should entirely depend on if its like a drug drug, or a 'dark/orange/whatever pill', which i feel is designed and invented only for their purposes, and not to get high off of or such a thing. The latter should not cause any withdrawal effects.
 
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I don't think you would take meth IRL so you could get a better score on your pedometer from your daily jog, now would you?
Dumb argument since meth IRL turns you into a moron but taking meth in willard turns you into the living reincarnation of Albert Einstein except they're now a professional gunsmith that can turn a pile of Breen cans into an assault rifle given enough time.

Game logic applies in some cases.
 
Dumb argument since meth IRL turns you into a moron but taking meth in willard turns you into the living reincarnation of Albert Einstein except they're now a professional gunsmith that can turn a pile of Breen cans into an assault rifle given enough time.

Game logic applies in some cases.
Not really, because drugs *are* as good a thing as you said, and cheaper and easier to manufacture/to get hands on than proper 'medication' (pill items), therefore I feel as if they need a consequence for being made out of battery acid and celery.
 
I think adding withdrawals for repeated use of a drug would be good. Maybe some minor stat debuffs if they don't get another hit, or the opposite- they grow a tolerance and the drug no longer works as effectively/whacky visuals last longer or may happen at random intervals.

Since some drugs are also legal, this could give CMU the chance to give rehab if some loyalists start self medicating.

Might be inconvenient to some, but could be interesting to others. To the former I say: don't do drugs!
 
We have a plethora of well-developed 'drug' systems, already. Imagine your character takes one or two and suddenly he becomes addicted (hello, Fallout) and now has to hunt the entire map for said drug and hope to god the dealers are online.
Otherwise, you're stuck with this annoying effect and a further degrading character over a period of time, with no way out (last I checked the Combine are not hosting addiction treatment programs).

This can be roleplayed, if desired.

Denied.
 
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