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Nexus Clash :: View topic - Adding amphetamines to alchemy
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Adding amphetamines to alchemy

 
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Padraig_Garcia
Mortal
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Joined: Jan 28, 2013
Posts: 6

PostPosted: Fri Mar 26, 2021 2:43 pm    Post subject: Adding amphetamines to alchemy Reply with quote

Searched for this and couldn't find it, apologies if it's been rejected before

Alchemy now allows you to cook meth basically. Complete Success though comes at a morality cost of -1. Explosive Failure in addition to the personal damage could also result in damaging toxic gas affecting everyone else on the tile/hold.

I need my pills!
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Alyss
Explorer
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Joined: Nov 04, 2019
Posts: 72

PostPosted: Sat Mar 27, 2021 4:14 am    Post subject: Reply with quote

I think this is too volatile as being able to manufacture AP reserves for factionmates on demand is something that's kind of unheard of so far, except sorta in the case of Soul Ice/MRs for classes who can dump their MP straight into more damage or actions very efficiently, but that's comparatively pretty conditional. But it would depend on how good the recipe was. If synthesising was difficult enough that it had a similar or worse AP efficiency to just searching them in the Pharmacy without the bonus found items, it probably wouldn't be that popular, but then it'd be kind of a useless option instead.

lOrE-wIsE, I suppose Alchemy produces more arcane items, but it could always be a magical stimulant 'instead' anyways. Either way it's a funny idea though.
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Kandarin
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Joined: Jan 19, 2010
Posts: 2278
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PostPosted: Sat Mar 27, 2021 6:19 pm    Post subject: Reply with quote

It hasn't been suggested before, but there's several layers at work here.

Mechanically, the ability to hoard AP via amphetamines is already pretty eyebrow-raising; it would skew a lot of mechanics if it was easier to do and we have an interest in not making it easier to do. Besides, it's already possible to feed others AP via Arcane Channel if "team AP bank" is your chosen class fantasy.

Lorewise, alchemy is magic and it follows magical rules. Knowing alchemy doesn't teach you anything about chemistry, and you need to know a lot about chemistry to synthesize usable pharmaceuticals.

Metawise, jokes aside we try and shy away from formally saying that the amphetamines in the game are actually meth, since in real life meth is Serious Business. The amphetamines in the game are some unnamed other drug in the amphetamine class of stimulants that is less potent and has way less side effects than meth (though realistically, anyone who used any amphetamine the way some characters do would be in for a bad time). If we were ever going to officially present meth as an item in the game, it'd be coded with some of the horrifying health effects of meth as well and the Nexus amphetamine item just doesn't do that.
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Badziew
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Joined: May 18, 2017
Posts: 234

PostPosted: Sun Mar 28, 2021 8:27 am    Post subject: Reply with quote

Kandarin wrote:
The amphetamines in the game are some unnamed other drug in the amphetamine class of stimulants that is less potent and has way less side effects than meth (though realistically, anyone who used any amphetamine the way some characters do would be in for a bad time).


Perhaps it is a good idea then to just rename the item to avoid confusion?

Mechanical effect of the item is not that much different than the advertised effect of an energy drink, so perhaps rename the item to be exactly that: a Can of Energy Drink.

Or if you want to keep the pill theme, then how about a generic Dose of Stimulants or maybe a Pill of Caffeine Extract.
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