consumables please (in General)


lostling February 12 2008 11:41 PM EST

let consumables items be bought from store. only 1 consumables per minion, consumables count towards overall WA.

for example
accuracy potion(0)
gives a bonus to accuracy based on the + enchantment
eg +10 = 10 PTH

defence potion(0)
gives a bonus to AC based on the + enchantment
eg +10 = 10 AC

hp potion(0)
increases minion hp based on + enchantment
eg +10 = 10 x 10000 = 100k hp

magic potion(0)
gives a bonus to DD based on the + enchantment
eg +10 = 10 x 10000 = 100k dd

vampiric potion(0)
gives a life leech effect based on the + enchantment
eg +10 = 10% life leech
does not stack with weapons which already have life leech

vorpal potion(0)
gives a vorpal effect based on the + enchantment
eg +10 = 10% vorpal
does not stack with weapons which already have vorpal

endurance potion(0)
gives an endurance effect based on the + enchantment
eg +10 = 10% endurance
does not stack with any form of endurance

Tyriel [123456789] February 12 2008 11:46 PM EST

Why?

Being a little more specific might help, as well. Do they last for only 1 battle? How expensive would they be? What kind of NW would they have? How big would they get? Are they used (up) on defense?

What's the point of adding this to the game, that makes it worth the time it would take Jon to code?

All it sounds like is a cash sink that people will only use to help replace defensive ammo...

I just don't see myself spending even more CB$ to beat the same people I already do. If they're cheap enough that I would, everybody would use them, and it would be fairly redundant.

Godpanda February 12 2008 11:58 PM EST

Basically, ammo that do stuff besides get shot out of bows. It's the concept, more than the specifics, he's going for here. And I support it.

{cb1}Linguala February 13 2008 12:09 AM EST

I like the idea too, even if it's only for that accuracy potion, it's an easy way to counter evasion...

lostling February 13 2008 12:09 AM EST

accuracy potion(0)
defence potion(0)
hp potion(0)
magic potion(0)
vampiric potion(0)
vorpal potion(0)
endurance potion(0)
i should probably add an invisibility potion too
invisibility potion(0)
gives a bonus to evasion based on the + enchantment
eg +10 = 10 x 10000 = 100k evasion


consumables are used up every battle
base cost for each will vary according to how much has been bought since the previous cache flush
eg. for every 10 sold since the previous cache flush base price goes up by 1
base price 50 each for accuracy pot,defense pot,hp pot, magic potion.
base price 80 each for vampiric pot, vorpal pot, endurance pot
(because they work on %)

suggested upgrade curve to be steeper than current arrow or explosive shots upgrades, making it cheap to hit 5 but more difficult from then on

NW on these items? hard to say best left up to jon :) but i suggest a NW of at least x100 or even x1000 of the current arrows

three4thsforsaken February 13 2008 12:12 AM EST

I think it sounds cool, but in the end will be detrimental to the game. I don't want a defensive ammo effect, or another USD sink.

lostling February 13 2008 12:16 AM EST

strength potion(0)
increases minion strength based on + enchantment
eg +10 = 10 x 10000 = 100k strength

dex potion(0)
increases minion dex based on + enchantment
eg +10 = 10 x 10000 = 100k dex

all potion effects are applied after all armor benefits but before all enchantments

AdminQBnovice [Cult of the Valaraukar] February 13 2008 12:17 AM EST

Clan fighting isn't hard enough for people in 7/20?

Ulord[NK] February 13 2008 12:17 AM EST

consumables are probably already in the FORS. Not sure though.

Godpanda February 13 2008 12:20 AM EST

Novice, how would this mark it harder?

Godpanda February 13 2008 12:20 AM EST

make* Grr...

lostling February 13 2008 12:20 AM EST

I think it sounds cool, but in the end will be detrimental to the game. I don't want a defensive ammo effect, or another USD sink.

how will it have a defensive ammo effect? :) just make it so that pots will only activate during active attack if your that concerned

Clan fighting isn't hard enough for people in 7/20?

refer to last answer :) wouldnt this make clan fighting easier?

AdminQBnovice [Cult of the Valaraukar] February 13 2008 12:33 AM EST

this would reduce the number of opponents...
I think that directly translates into a harder time for everyone

QBOddBird February 13 2008 1:11 AM EST

"how will it have a defensive ammo effect? :) just make it so that pots will only activate during active attack if your that concerned "

The implementation of these ideas, as well as that effect, is easier said than done...it'd add a new edge to the game, certainly, but at the same time I wouldn't be a fan of CB as a traditional potion-drinking game (see Neverwinter Nights, Fate, Baldur's Gate, Runescape, Zelda, Pokemon, every other RPG game ever designed)

TheHatchetman February 13 2008 1:18 AM EST

"every other RPG game ever designed"

another fine quote from the Department of Redundancy Department ^_^

Talion February 13 2008 8:02 AM EST

I like the concept. It needs a lot of fine tuning, but I like it.

Restrictions like these could be put into place...

(1) Only one consumable purchase allowed per week.
(2) Only two consumables allowed to be consumed per week.
(3) A consumable cannot be consumed while another one is still effective.
(4) Effects of the consumable last for only 24 hours.

I do agree with the comment about this being very hard to implement. It would probably be a major headache. However, it would definitely had a new and interesting dimension to the game.

Lord Bob February 13 2008 8:39 AM EST

While I like the idea of consumables, I'm not entirely sold on all the examples so far. (Though I do agree that anything that raises accuracy and combats Evasion is a good thing.)

If we are to have consumables, they need to be consumed per round, like arrows, rather than per fight.
This thread is closed to new posts. However, you are welcome to reference it from a new thread; link this with the html <a href="/bboard/q-and-a-fetch-msg.tcl?msg_id=002Lkh">consumables please</a>