Changes to alchohol .....

Josan12

Vault Senior Citizen
One of my favourite FO2 characters is a real junkie - evil, alcoholic drug-addict who drinks and does drugs at every oppurtunity. :twisted:

I think alcohol is a real missed opportunity in FO2.
All it does is reduce your PE by 1. Here's what i would
like to see it do in killaps expansion:

1) definately be addictive. In fact, i beleive this was
originally in the game and pulled to protect the kiddies
or somesuch nonsense.

2) It should lower your PE AND IG by 1. Thus as your character drinks more they become so drunk they cant speak properly (as the dumb character)

3) When you drink a certain amount (say, half your EN) you collapse and pass out for- say - 6 hrs (recover no HP)
Then, your character wakes up somewhere random on the map (like in the gutter) or if you're in a bar like the golden gecko you get into a fight. Heck, you could even wake up in a room with a lady if your CH is high enough :wink:

4) for at least 24 hrs after you should suffer a hangover which includes floating text about your head hurting, and occasionaly barfing!

5) maybe as a benfit to these penalties you could gain a small DR bonus in combat due to drunken thick skin.

Would this be cool or what?! :)
 
Kind of a pain in the ass to script all that. I'm not sure it's possible. Getting stone cole stupid drunk and unable to speak properly yes, but waking up in a random spot with a chick? I really doubt it. Plus it would be kind of a one trick pony.
 
I like the idea of booze dropping your IQ (I think some of them already do) and giving some reason for drinking it, like the DR bonus you mentioned. I also would really like to see it addictive. I think the pain with that would be that there are a bunch of different kinds of booze; you could be a beer addict, booze addict, rotgut addict, etc, but I don't know if a general alcoholic is possible engine-wise.

The passing out idea would have to be part of a scripted scene or dialog I think. Would be fun though.
 
Nimrod said:
... I think the pain with that would be that there are a bunch of different kinds of booze; you could be a beer addict, booze addict, rotgut addict, etc, but I don't know if a general alcoholic is possible engine-wise.

The passing out idea would have to be part of a scripted scene or dialog I think. Would be fun though.

The way I see it, this could be done very easily. You would not need a different kind of addiction for each type of alcohol. A simple modification to the player's script and a new global variable could keep track of all those types of alcoholic drinks. Becoming addicted this way would be like adding another karmic title, though, and would not work like other addictions exactly.

As for passing out, that would be extremely difficult, I think. Scripted scenes for every possible bar that the player could drink in might not be too bad, if you only used one or two potential locations in the town where the player might wake up. But what about just drinking in some random locations? That kind of messes up that idea. I don't know, this part of the idea sounds like more work than I'd be willing to put into it.
 
fallout ranger said:
-1 to AG wouldn't be a bad idea either.
I disagree - I have seen people getter faster and more smooth after a few drinks. But PE and IN, total agree on a hit there.

Plus if you penalize too much, no one will want to explore the possibility of running around drunk the whole game. ;)
 
What would be nice is a way to keep track of how much alcohol is in your system.

1 drink: -1 PE, +1 CH (buzzed people tend to be more confident)
2 drinks: -1 PE, -1 IN, maybe one more CH bonus, Small DR Bonus
3 drinks: -1 PE, -1 IN, lose CH bonuses (confidence becoming obnoxiousness), a bit more DR bonus.
4 drinks: As above, but add a minus to AG because you're staggering.

And so on. No idea if it's really feasible though.

Also, things like Rotgut probably should have more severe consequences than beer. ("Guaranteed to have your eyesight back in 24 hours or your money back!")
 
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