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Brewing Beer

Started by DoctorSpooge [1037092] on in Suggestions.

144 replies · 733 views · thread synced · 3 days ago · View on torn.com

Posts archived: 145 / 145 posts (100%) · the total is Torn's reply count + the opening post at the last fetch

TheLamia [2048880]

I like the idea, but I would modify it in a couple of ways:

Work it like the Racing system. Where you need to spend points to be able to open up a brewery. In the racing system where you had to purchase cars outside that system... in this system you'd learn how to brew beer as part of an educational system.

Then you'd have maybe five types of things you can make... something like: Beer, Wine, Absinthe, Coffee Beer, Whiskey (not a definitive list). Each of these would have their various benefits with Beer and Wine just adding to the Nerve Bar (with Wine helping with crime experience more, and Beer helping with giving more nerve)... Coffee Beer would give energy and nerve... and then Absinthe and Whiskey would do stuff for battle stats (but also add to nerve).

This would limit it to five basic alcohol types--from there when you brew them, you will have six levels of what they are. High Grade (Best), Quality (Decent), Booze (Okay), Vinegar (Bad), Failed (Really Bad) and Poisonous (Worst). With only the top three level of brewing being useful for beer purposes... and the other three generally being worthless (though... it would be nice if Poisonous could be used in combat situations somehow--as a modification for various Melee weapons).

Also have the option of having your distillery blow up and put you in the hospital.

Then on top of the five basic alcohol types, the six different grades... you would have E class through to A class. Which would influence what you can brew, how well you succeed--and have players building their own brewery skill levels. With a brewing skill level being associated to each player working on this side of game play and stuff.

Each time to brew it would take a certain amount of time, and yield a certain amount in a batch... and the ability for players to upgrade their breweries based upon what class they are would add more depth to this game play mechanic. Or perhaps have Skill level determine upgrades, where each level takes up a certain level of skill, and players can mix and match what they add to their brewery based upon what they can spare with their skills.

When items go to market, we'd have a general level of ability each Alcohol has at each class and grade--with it varying its effect upon consumption (to mostly save on storing this information in the code itself) based upon a general expected level based upon each possible product.

This would mean we'd have 180 different types of Alcohol.. which WOULD resemble how having artificial breweries work IRL... except realistically, there would only be 90 different types of Alcohol that people would want to even bother with. Except in the case poisons could be used as weapon mods for piercing and slashing weapons... in which case it would be 90 Alcohols and 30 Weapon Mods.

Going further... I would also suggest that Brewery Alcohol can offer a chance of overdose upon consumption... but have the store bought brands we currently have not have that overdose chance.

The code to put it in place would end up being similar to the racing code and the drug code that it would not be hard to introduce to the player side of things... and not be too weird to guess how introducing it would affect game balance.

For the naming side of the issues we'd just have it show up as "A Class Booze Whiskey" or "C Class Quality Beer" or "B Class High Grade Absinthe"... which would have the Alcohol part of the city market look more like the medical supply area of the city market... but I think that was one of the goals here the whole time anyways.

-=-

I think all of this adds enough game play mechanics beyond, "I want to make booze" to have this idea a bit more warranted.
Chedburn [1] Admin Developer

If we were going to add brewing beer, it'd likely be part of the Crimes 2.0 system. I feel it would be a bit weird & random having it as a totally stand-alone feature when there's way more things that should come before it.