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Implemented Rework Booster Pills [Previously Remove]

Marco

Radio Bob Approved
Protector
Joined
Jul 5, 2021
Messages
1,256
Booster pills in my opinion are a very strange way of counteracting the XP grind for the crafting skill trees such as Cooking, Crafting and Medicine and combat statistics.

They are fairly cheap as well, A quality pill only costs sixty credits and that's a +7 boost to that statistic.

I think it's just counter-intuitive as a whole, why create a system to counteract the Skill System? These booster items bypass it.

Booster-pills temporarily affect your character's attributes, providing a buff varying from a +2 to a +7 depending on the quality of pill, and considering that the average attribute roll is a D20... It would make all Roll-based S2RP incredibly biased.

You do not get a 'this person is high' warning, just a sudden glaring +15 bonus combining food and base character attributes.

In conclusion, I think Booster Pills provide an unfair advantage.
 
Yes. They provide an advantage. Like they are literally meant to do. That is their singular purpose.

Do you think that mechanics that provide an advantage if they are taken advantage of are inherently bad? If someone takes a booster during a fight, they're playing it smart.

Also, no, the +7 boosters are not at all cheap to make in bulk, that's a straight up lie.
 
Yes. They provide an advantage. Like they are literally meant to do. That is their singular purpose.

Do you think that mechanics that provide an advantage if they are taken advantage of are inherently bad? If someone takes a booster during a fight, they're playing it smart.

Also, no, the +7 boosters are not at all cheap to make in bulk, that's a straight up lie.

They are when you have unlimited access to a fabricator, like Marco does. Otherwise, you're right, they aren't.
 
Boosters only last a few minutes if I am correct
 
They are when you have unlimited access to a fabricator, like Marco does. Otherwise, you're right, they aren't.
i made 20 quality pills in i24 and proceeded to create sixty explosive compounds and destroy the city.

all you need is a mixer.

one basic booster pill is a refined compound + vegetable package.

1 refined compound costs twelve~ credits to make if you buy materials from a good priced store.

1 vegetable package costs two credits to make.

one normal booster pill is a refined compound + the basic booster pill.

One quality pill is the normal booster pill (5 stat boost) + a purifier.

A purifer costs twenty credits to make ~



Total cost for a quality pill (7 stat boost) is 50~ credits.

Yes. They provide an advantage. Like they are literally meant to do. That is their singular purpose.

Do you think that mechanics that provide an advantage if they are taken advantage of are inherently bad? If someone takes a booster during a fight, they're playing it smart.

Also, no, the +7 boosters are not at all cheap to make in bulk, that's a straight up lie.

A 'booster' pill provides someone the ability to power game.
 
i made 20 quality pills in i24 and proceeded to create sixty explosive compounds and destroy the city.

all you need is a mixer.

one basic booster pill is a refined compound + vegetable package.

1 refined compound costs twelve~ credits to make if you buy materials from a good priced store.

1 vegetable package costs two credits to make.

one normal booster pill is a refined compound + the basic booster pill.

One quality pill is the normal booster pill (5 stat boost) + a purifier.

A purifer costs twenty credits to make ~



Total cost for a quality pill (7 stat boost) is 50~ credits.



A 'booster' pill provides someone the ability to power game.
that's not power gaming, its an intended gameplay feature. Power gaming is forcing an action on another player in RP. Using a stat boosting item, is not. Its like any having a better weapon, or high tier armor is power gaming. Both of those give an advantage in combat but are not power gaming. Same for rolls in RP, you can even build a character to be better at one thing such a strength, so unless you think someone having a base higher stat is also power gaming, the argument falls apart.
 
that's not power gaming, its an intended gameplay feature. Power gaming is forcing an action on another player in RP. Using a stat boosting item, is not. Its like any having a better weapon, or high tier armor is power gaming. Both of those give an advantage in combat but are not power gaming. Same for rolls in RP, you can even build a character to be better at one thing such a strength, so unless you think someone having a base higher stat is also power gaming, the argument falls apart.
+7 ATTRIBUTE boost is insane.

Hell, someone with 5 strength taking a quality red pill results in them having a +12 roll bonus, which means 12/20 times they roll higher than a twenty.
 
+7 ATTRIBUTE boost is insane.

Hell, someone with 5 strength taking a quality red pill results in them having a +12 roll bonus, which means 12/20 times they roll higher than a twenty.
nope, the highest possible modifier is a +10 as that is the Max you can get in any attribute. Skills are the same, you can only get a +50, never higher.
 
this is fine, having an item that boosts stats, in RP, such a food, or pills/drugs is fine. It's also the same with combat, there are objective better weapons, it's not powering gaming for those to exists. Same with armor, medium armor is just better than light, its fine for that to be the case. It not power gaming. it's just an advantage.

The food and drugs are also one-time buffs, that will go away, it's a temporary advantage do those who obtain those items, though intended RP, or Gameplay. It's not forcing others to lose, especially with rolls. a person with a +10 can still lose to someone with a +0, sure the +10 is more likely to win, but that is fine. In reality, rolling always adds a way for the person with less of a stat the win a roll. If we didn't use these with rolling, i would agree, but since we do. It is not power gaming.
 
i made 20 quality pills in i24 and proceeded to create sixty explosive compounds and destroy the city.

all you need is a mixer.

one basic booster pill is a refined compound + vegetable package.

1 refined compound costs twelve~ credits to make if you buy materials from a good priced store.

1 vegetable package costs two credits to make.

one normal booster pill is a refined compound + the basic booster pill.

One quality pill is the normal booster pill (5 stat boost) + a purifier.

A purifer costs twenty credits to make ~



Total cost for a quality pill (7 stat boost) is 50~ credits.



A 'booster' pill provides someone the ability to power game.
My guy, 50 credits for one quality booster pill is not cheap at all, you have access to a fucking fabricator, stores are not open at all times and are sporadic, or dont sell one of the ingredients you need, and to make quality pills you need a chemistry table.

A stat-boost item that temporarily augments your ability is completely balanced, because the opponent can also take the pills and if they dont its their problem.

Apparently not only do you barely think these suggestions through but you also dont know the full crafting dynamics for the item you want removed.
 
A 'booster' pill provides someone the ability to power game.
i made 20 quality pills in i24 and proceeded to create sixty explosive compounds and destroy the city.

all you need is a mixer.

one basic booster pill is a refined compound + vegetable package.

1 refined compound costs twelve~ credits to make if you buy materials from a good priced store.

1 vegetable package costs two credits to make.

one normal booster pill is a refined compound + the basic booster pill.

One quality pill is the normal booster pill (5 stat boost) + a purifier.

A purifer costs twenty credits to make ~
They are fairly cheap as well,

As for the logic of your post. I don't agree with anything you said here. You claim pills are so easy to make. Players can respectively get their hands on the pills themselves. Then why is it such a big issue? Let me point this out to you:

The boost lasts about fifteen minutes. Or 900 seconds. It takes 2-3 minutes to write a /me. If someone takes a pill/drug they get 3-5 /me's done at best. While the chance to roll something high is 60%, it still doesn't mean that EVERY single /me of theirs will be forced upon. This gives the players a chance to react.

Pills are not "fairly cheap" to make, nor do they provide the ability to powergame someone. It takes time, resources and roleplay to get your hands on them. I think anyone who is willing to go through the hoops should be appropriately rewarded.

It's absolutely disingenuous how you try to portray this as the pills providing the ability to power game, when in reality, it takes a great amount of roleplay and effort. I don't understand why you insist on writing these out of touch suggestsions when the majority of the playerbase doesn't even want these changes to happen.
 
nope, the highest possible modifier is a +10 as that is the Max you can get in any attribute. Skills are the same, you can only get a +50, never higher.
On your UI it says +10 but in fact when you roll it can go much, much higher. Last I recall the maximum boost you can possibly do is a +17.
 
i made 20 quality pills in i24 and proceeded to create sixty explosive compounds and destroy the city.

all you need is a mixer.

one basic booster pill is a refined compound + vegetable package.

1 refined compound costs twelve~ credits to make if you buy materials from a good priced store.

1 vegetable package costs two credits to make.

one normal booster pill is a refined compound + the basic booster pill.

One quality pill is the normal booster pill (5 stat boost) + a purifier.

A purifer costs twenty credits to make ~



Total cost for a quality pill (7 stat boost) is 50~ credits.



A 'booster' pill provides someone the ability to power game.
You've went out of your way to obtain the necessary crafting stations, obtain the skills necessary to craft the pill, and then roleplayed out (or smuggled) the ingredients to make what is an extremely short lived but powerful item that gives you an advantage in rolls and gameplay elements.

Pills are meant to be a faster alternative to food items (which I'd say are arguably way stronger than any pill). If you invest your time into obtaining ingredients, crafting tools and necessary skill, you can crank out +5 boosts that last for HOURS. And with the farming system giving players the ability to farm harder to obtain ingredients, these boosts now go up to +7.
The only problem with food, is that it's not very fast at all. They take way more time to fully go into effect, but provide way better utility than pills.
Pills are meant for single tasks done on a whim. If you were to say, eat a cooked salmon steak and then hop into a roleplay that requires to make stat rolls, the stats aren't going to kick in for a long time. Alternatively, you made a pill beforehand and in just a couple of minutes your stats are empowered and you'll perform better.

This sort of system is also seen in the medical items. Painkiller health gives you extremely fast health regen, but it's TEMPORARY. The strong health items that heal you fully take time.

Tl:dr, the point I'm trying to make is that pills have their own place in the game. They're meant to be fast acting, and they all have their counterparts in the food section which provide better bang for your buck.
 
it takes a great amount of roleplay and effort.
You can use these 'booster pills' to bypass the time and roleplay required to earn the skills to make things. If roleplay and effort was rewarded then everyone in the CWU and CMRU should have high crafting levels and medical levels.

I myself can vouch for the absurdity of booster pills, you take a booster pill to make a better booster pill then use that better booster pill to make the best booster pill? Then you use that best booster pill to create RAVE.

Hell, the entire reason I'm making this because I had a sour experience with someone doing a poor /me then proceeding to roll with a +15 bonus where a GM forced me to roll and it gave me a particuarlly sour experience that stuck with me and ruined a roleplay scenario.

EVERYTHING has a side-effect, if you want a +7 boost you should LOSE at least a modicum of stats after it. After all, it's a 'short-term boost'. What's the point of drugs if booster pills give the exact same boosts without the 'this person is high' notification?

There are ZERO downsides to taking a booster pill, all I want is a downside!
 
We will be working on rebalancing the pills most likely during Downtime.
 
Just note, we won't be removing the pills, but at least changing them up a bit to make them more interesting beyond "Red Pill" "Blue Pill", etc.

So Accepted but also not at the same time if that makes sense
 
Don't worry I'll take a screenshot to cause drama, thanks robert!
1719393228695.png
 
Made some minor edits to pills now after quick 60 second convo with a Radiobob.

Values have been overall re-balanced and when we get onto the Drug stuff too, they will also come with a few debuffs and not just buffs. Makes it more of a trade off like any drug IRL. You can take pills or drugs to help you, but they always have a side effect to follow.
 
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