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New weapon idea

Started by Samstorm [2337402] on in Suggestions.

5 replies · 66 views · thread synced · 6 days ago · View on torn.com
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DarkwingDuck [1886235] ×1

Samstorm [2337402]
Hi everyone

I have had an idea for a new booster / temporary type weapon.

It is basically a poison that you put onto your weapon like a knife.

The poison will be transferred during the attack but will still cause damage to the opponent for a percentage depending upon where you hit them but not limited to your stats alone and affects will last after the attack for a certain time.

So in theory if I hit someone in the head with the poison attached to my knife it would cause say 5% of health for 30mins. But the same attack hit in the foot would be 1% for 15mins.

Or something like that.

I also think to stop the poison from being used all the time it should be limited to one a day like the points system.

There could also be variations of the poison for health drain or happy drain or even e drain.
PissinLizard [2078209]
Samstorm
That is a great idea! Although we should think a little more about the limiting. There must be a way to limit rather than once a day. Perhaps you buy the poison with points.
Patient [2131539]
The problem with that is the matter of leave/mug/hospitalize. How do you determine that? Have a separate condition? And if a poisoned person won, but the person dies of poison, did you both win and lose the match? Just win? Just lose? If it counts as both, someone could end up with more wins+losses than attacks made. If it counts as just one, you'll have instances where people may gain a merit and then not qualify for it anymore, because stats would need to be recalculated after this happens. What about if someone self-hosps or gets kicked by leslie? Or goes to the hosp due to a DB? Should you get credit just because they were poisoned?

If you get rid of the ability to self-hosp while poisoned, you're effectively making players unable to trade, and if you leave the ability to self-hosp, you're basically adding a mechanic that can be countered by something as trivial as an incompatible blood bag.

Besides, there's already a poison mechanic on the blowgun which is "Poisoned causes a long DOT effect, with damage ticks starting at 45% that of the damage dealt when the proc occurs, and reducing to zero over 15 turns." Based on the wording, I believe that this condition ends at the end of combat, or if it has a duration, still follows those rules while that duration is in effect, but only causes damage when involved in a subsequent combat, having no effect outside of combat.

I can get behind stuff like a temporary weapon or poison mods/ammo for weapons that apply that already existing status effect, but I can't get behind something that has potential to hospitalize someone after they've already won/lost at best, or is simply a mechanic that exists to add tedium.