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This topic has 12 replies, 10 voices, and was last updated 15 years, 8 months ago by chuckinator.
Viewing 13 posts - 1 through 13 (of 13 total)
    • Avanga Member
      October 7, 2010 at 5:06 am #827

      Remove storebought spice, maybe leave in purchasable raw spice. Seed some areas with raw spice for digging (I can help with that if I ever get to rebuild Ryloth). Make different types with different benefits. Bam, smugglers have something to do aside from being annoying.

    • rakun Participant
      October 7, 2010 at 1:00 pm #11156

      Similar posts/topics about this were already made, but I agree.

      We need spice mines or locations so smugglers can actually produce different kinds of spices/drugs.

      And with narcotics, perhaps make them more potent.

    • Gann Participant
      October 7, 2010 at 2:04 pm #11157

      Maybe "Combine" could be worked in to this somehow to create new spices once you’ve completed different quests and recieve something new or random.

    • Quicksilver Participant
      October 7, 2010 at 2:28 pm #11158

      It really would be incredibly nice to have more than one kind of spice to refine, and more power to people if the science designed for spice actually did something.

    • chuckinator Member
      October 12, 2010 at 10:18 pm #10626

      Make it illegal. Make having it in your player-owned shop grounds for a ruling faction to close your shop. Make possessing it a crime. Make selling it an even bigger crime. Give players a pretty valid reason to fear carrying it around, using it, selling it, etc. Make it so a big whig’s spice addiction is something that they should keep secret or discrete. This will do wonders to fuel the player fed underground black markets.

      We also need death sticks…

    • Kirash Participant
      October 12, 2010 at 10:30 pm #10628
      "chuckinator":8v92fut3 wrote:
      Make it illegal. Make having it in your player-owned shop grounds for a ruling faction to close your shop. Make possessing it a crime. Make selling it an even bigger crime. Give players a pretty valid reason to fear carrying it around, using it, selling it, etc. Make it so a big whig’s spice addiction is something that they should keep secret or discrete. This will do wonders to fuel the player fed underground black markets.

      We also need death sticks…[/quote:8v92fut3]

      This is something that is done at the player level, specifically at the clan leader level (or whoever is writing the laws if not the leader).

      As for the original intent of the post, I agree completely. Having more spice to dig and refine would be nice.

      Also, as someone whose favorite race is Balosar, I also agree with adding deathsticks. I demand it!

    • Fishy Participant
      October 13, 2010 at 12:06 am #10502

      The problem with that, and the reason no clan will ever outlaw spice ever, is that a certain kind of spice gives Sanctuary. And.. it’s worth having.

    • Corey Participant
      October 13, 2010 at 12:09 am #10505

      My biggest complaint with spice is that there seems to be very little drawback for actually using it

    • chuckinator Member
      October 13, 2010 at 12:36 am #10507
      "Kirash":2fwpcjws wrote:
      "chuckinator":2fwpcjws wrote:
      Make it illegal. Make having it in your player-owned shop grounds for a ruling faction to close your shop. Make possessing it a crime. Make selling it an even bigger crime. Give players a pretty valid reason to fear carrying it around, using it, selling it, etc. Make it so a big whig’s spice addiction is something that they should keep secret or discrete. This will do wonders to fuel the player fed underground black markets.


      [/quote:2fwpcjws]

      This is something that is done at the player level, specifically at the clan leader level (or whoever is writing the laws if not the leader).

      [/quote:2fwpcjws]

      Theres IMPERIAL_RACES, there could be SPICE_ILLEGALITY that defines that spice is illegal in the new & old republics & the empire. Crime syndicates and other factions holding real estate could enforce the rules as they see fit. Could make holding spice and whatnot something that requires a permit from the major governments. I can already see the first politician harboring a hidden spice habit, or the first physician using spice in recreation.

    • Kirash Participant
      October 13, 2010 at 1:05 am #10509

      While Imperial_Races is something that kinda needs to be there, Spice_Illegality isn’t exactly necessary. Even if it was put in there, 90% of the playerbase, especially the combat-oriented ones, would just ignore it for the sake of a Sanctuary buff for themselves or their underlings. It’s not exactly something that can be readily enforced like Imperial_Races can.

    • malavik Member
      October 13, 2010 at 2:30 am #10514

      I think spice can and will provide a wide variety of benefits to though who choose to experience the joy of it.

    • Osric Participant
      October 13, 2010 at 2:46 pm #10521
      "Kirash":24aj7z8e wrote:
      "chuckinator":24aj7z8e wrote:
      Make it illegal. Make having it in your player-owned shop grounds for a ruling faction to close your shop. Make possessing it a crime. Make selling it an even bigger crime. Give players a pretty valid reason to fear carrying it around, using it, selling it, etc. Make it so a big whig’s spice addiction is something that they should keep secret or discrete. This will do wonders to fuel the player fed underground black markets.

      We also need death sticks…[/quote:24aj7z8e]

      This is something that is done at the player level, specifically at the clan leader level (or whoever is writing the laws if not the leader).

      As for the original intent of the post, I agree completely. Having more spice to dig and refine would be nice.

      Also, as someone whose favorite race is Balosar, I also agree with adding deathsticks. I demand it![/quote:24aj7z8e]

      Deathsticks would be nice, yes.

      I also agree adding various new types of spice would be interesting. And now that we have the quality engineering for items being implemented perhaps that could carry over to spice refining as well. There are several ways you could go with that too..

      Someone not so skilled could have spice that has the same effect but lasts for a shorter time, perhaps its a bad batch and the affect is null, or even something that would hinder rather than help (so rather than sanc, this batch was just so poorly made it makes you loopy, lowering your ability to perform in combat ect ect). Hell, if a batch was that bad, maybe have it stun you, or slowly drain health. Give medical mains a new skill to neutralize or treat the adverse effects of bad spice. I mean in real life, people die, or are screwed up from a bad batch of whatever their using. This would also add more thought to spice use rather than the little to no drawback we currently see in its use.

      Anyhow.. As to making spice illegal, the ruling clan doesn’t even have to go that far. They could merely restrict the wide availability of certain types of spice. Issue a permit for certain types. Limit how many people are allowed to legally sell a certain type, and thus create a black market that way.

      Honestly if a knew of a substance out there that could give my soldiers an edge and I had no qualms with having them use it, I would limit its availability to the best of my ability to ensure that only my soldiers had said edge.

      But once again, this is all up to the pbase ect ect.

    • chuckinator Member
      October 17, 2010 at 6:21 am #15239

      No idea if fill_syringe ever worked or how it should work, but it’d be nice to be able to mine, refine, and refill syringes with sedative spice.

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