New Poison Effects

Post » Thu Aug 19, 2010 2:35 am

I have merged the two threads discussing effects and animations. Less duplication of replies. :)
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Laura Samson
 
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Post » Wed Aug 18, 2010 1:24 pm

This idea mostly goes for poisoned food and other hidden poisons, but wouldn't it be cool if your poisons can have different 'tastes' in other words lets say I eat an orange... and I realize it tastes way off and strange, this would lead me (since I'm highly paranoid) to believe there's something wrong... and stop eating the orange, but if it tasted completely normal and looked completely normal I would continue eating it not realizing I've been poisoned 'till its to late... these 'tastes' should affect wether an npc detects the poison in his/her food, and wether the lost health/atributes/skills/etc should be noticeable, and for how long they should be invisible... like my idea?
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Erika Ellsworth
 
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Post » Wed Aug 18, 2010 4:42 pm

I'd like a few weapons that are specifically for the purpose of poisoning people. Poison darts and arrows with cavities in them, making the projectile weak, but multiplying the effects of any poison applied to it.

Yes Yes Yes Yes Yes! I'm reading a book where the main character's poison dagger utilizes small holes in the dagger that have poisoned cloth stuffed on them, so as you cut, the poison rubs off inside the body.
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Nana Samboy
 
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Post » Thu Aug 19, 2010 1:35 am

This idea mostly goes for poisoned food and other hidden poisons, but wouldn't it be cool if your poisons can have different 'tastes' in other words lets say I eat an orange... and I realize it tastes way off and strange, this would lead me (since I'm highly paranoid) to believe there's something wrong... and stop eating the orange, but if it tasted completely normal and looked completely normal I would continue eating it not realizing I've been poisoned 'till its to late... these 'tastes' should affect wether an npc detects the poison in his/her food, and wether the lost health/atributes/skills/etc should be noticeable, and for how long they should be invisible... like my idea?

The taste could depend directly on your alchemy skill and who you are trying to poison and how hungry they are at the moment. I myself, for example, take a lot of food at once when I'm hungry, like two sandwitches, a glass of juice, a fruit or two and then some snack on. All of that I simply eat without thinking too much, so if an NPC would take lots of food in the same way, he could be completely obvious about the poison and continue eating as much food as fast as he can, before he must go on the evening patrol once more.

Yes Yes Yes Yes Yes! I'm reading a book where the main character's poison dagger utilizes small holes in the dagger that have poisoned cloth stuffed on them, so as you cut, the poison rubs off inside the body.

Poisoned cloth stuffed in the small holes made into a dagger? That's not exactly as I would have imagined the way a hollow poison dagger would work, but I like the idea! I thought more of having a smaller hollow place in the dagger and once you cut somone with it, the impact would release the poison into the newly made wound, in a split second :)
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Lori Joe
 
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Post » Wed Aug 18, 2010 8:45 pm

It would also be cool if you could soficate (or whatever its called) someone by forcing a poisoned piece of cloth up against their mouth and nose...
also did the link for the last Morrowind book I sent work? Its one of the best ingame books...
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Alexander Lee
 
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Post » Thu Aug 19, 2010 12:37 am

Blindness would be cool. Just a high dose of methanol.
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~Sylvia~
 
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Post » Wed Aug 18, 2010 5:54 pm

It would also be cool if you could soficate (or whatever its called) someone by forcing a poisoned piece of cloth up against their mouth and nose...
also did the link for the last Morrowind book I sent work? Its one of the best ingame books...

yes indeed it worked, very good books all of them really! Suffocate.. Sofficate.. idk, but I understand what you mean just perfectly :) Yes that'd be great too, either a silent murder, ok a silent non-lethal knock out with the help of a poison variant that causes the NPCs to sleep for a few hours.

Blindness would be cool. Just a high dose of methanol.

Blindness and deafness could both be useful, the deafness could be very subtle so that the victim wouldn't even realize he doesn't hear stuff, and then you could simply walk right on the with your extremely heavy boots and *bam*, hehehee ;)
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steve brewin
 
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Post » Wed Aug 18, 2010 11:00 pm

A good effect would be silence... not the anti spell silence, but it paralysing the speach part of your brain disabling dialog, calling for help, and stuff like that...
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sexy zara
 
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Post » Wed Aug 18, 2010 8:39 pm

A good effect would be silence... not the anti spell silence, but it paralysing the speach part of your brain disabling dialog, calling for help, and stuff like that...

I just must ask, in what situation would you use that instead of non-lethal knock out poison or something else? :D
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ANaIs GRelot
 
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Post » Wed Aug 18, 2010 4:34 pm

I just must ask, in what situation would you use that instead of non-lethal knock out poison or something else? :D

At the second your victim gets hit he/she would scream and then fall to sleep (if its a quick effect), but this poison would be directly cutting of speach from your victim...
Also I just thought of something cool you could use knock-out poisons for: Once your victims asleep you should be able to "equip" him/her to your hands allowing you to carry him/her to your cattle cells if your a vamp... but if anyone saw you carrying someone like that they'd call the guards (which they would anyway for a vamp)...
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Alex Blacke
 
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Post » Thu Aug 19, 2010 12:50 am

When I hate my victim so much I want him/her to feel as I cut him/her up...

You coldhearted bastard :D
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Hella Beast
 
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Post » Wed Aug 18, 2010 5:49 pm

You coldhearted bastard :D

First of all: How can I listen to phsyco (a great [censored]ry song) if I'm not rp'ing a phsyco...
Second of all: There might be another Fargoth out there...
Third of all: I updated my post changing it completely, adding something important...
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Darren Chandler
 
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Post » Thu Aug 19, 2010 2:16 am

Well do you think all poisons will somehow be liquid? Acording to the cake and the diamond you don't haave to make liquid poisons...

btw: sorry for re-animating this thread but I like it..
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Angela Woods
 
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Post » Wed Aug 18, 2010 10:35 pm

Well do you think all poisons will somehow be liquid? Acording to the cake and the diamond you don't haave to make liquid poisons...

btw: sorry for re-animating this thread but I like it..

Hey don't worry, re animate it all day long, I love this too and I would have quoted you tomorrow to keep the dicussion up, sadly it's just been you and me here resently. :o

Now to the point, I sure hope poisons will not only be liquid as I said in my OP, there should be some kind of smoke bombs or something similar, so that it would really bring variety to the poisons and poison making. I'd really want to see alchemy be a self-sufficient skill, without the need of using normal weapons to inflict poison to the enemy. :)
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Nathan Maughan
 
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Post » Wed Aug 18, 2010 8:49 pm


Poisoned cloth stuffed in the small holes made into a dagger? That's not exactly as I would have imagined the way a hollow poison dagger would work, but I like the idea! I thought more of having a smaller hollow place in the dagger and once you cut somone with it, the impact would release the poison into the newly made wound, in a split second :)

Yeah I don't really remember but it was something like that.
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Farrah Barry
 
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Post » Thu Aug 19, 2010 2:42 am

Poisons have always been a little overpowered. The "Killer" Poisons should require master Alchemists, and rare ingredients, however many more utilitarian poisons could be introduced. Off the top of my head, a KO poison is something that I've wanted to see. Poisons should also be tailored (Again, nod to the OP on methods of delivery) for certain weapons. Arrows and Dagger "Backstabs" Have a 100% chance to inflict the poison effect on strike. However, a sword or axe slash, might have a much lower probability of properly delivering the poison into the target's bloodstream. A delay in effect for "Kill" poisons, both against and for the player, is something that should be considered. I can't call attributes here, since I'm not sure we know if attributes will be in game, but if they were, the delay might be based off the targets END and WIL. This came to me while playing NV, and those damn Cazadors sting you, already inflicting a ton of damage, then the poison is instantly applied, making a bad situation even worse. On the flip side, it's laughably easy to poison a shovel and whack a Giant Radscorpion at level one, and watch the HP fall off instantly.

I've always been something of a balance [censored] though. I doubt everyone would want a "win the game with no effort" button removed like that.

Also, I really like the idea of "Alchemy as a weapon", instead of a buff. An alchemist making things like Poison, hallucinogenic(Frenzy) stun(KO) traps and bombs could add a world of fun to Alchemy, and stealth as a whole. Again, props to OP.
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Ross
 
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Post » Wed Aug 18, 2010 8:57 pm

Also, poisoning food/drink? That'd be quite fun to do at a big dinner party, having stolen a guard's uniform, standing there, watching as all those bastards choke...

That idea would only work if they make you able to infiltrate using guard clothes...
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vicki kitterman
 
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Post » Thu Aug 19, 2010 2:00 am

Also, poisoning food/drink? That'd be quite fun to do at a big dinner party, having stolen a guard's uniform, standing there, watching as all those bastards choke...

http://www.uesp.net/wiki/Morrowind:A_Game_at_Dinner :thumbsup:
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Tessa Mullins
 
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Post » Wed Aug 18, 2010 10:32 pm

Poisons have always been a little overpowered. The "Killer" Poisons should require master Alchemists, and rare ingredients, however many more utilitarian poisons could be introduced. Off the top of my head, a KO poison is something that I've wanted to see. Poisons should also be tailored (Again, nod to the OP on methods of delivery) for certain weapons. Arrows and Dagger "Backstabs" Have a 100% chance to inflict the poison effect on strike. However, a sword or axe slash, might have a much lower probability of properly delivering the poison into the target's bloodstream. A delay in effect for "Kill" poisons, both against and for the player, is something that should be considered. I can't call attributes here, since I'm not sure we know if attributes will be in game, but if they were, the delay might be based off the targets END and WIL. This came to me while playing NV, and those damn Cazadors sting you, already inflicting a ton of damage, then the poison is instantly applied, making a bad situation even worse. On the flip side, it's laughably easy to poison a shovel and whack a Giant Radscorpion at level one, and watch the HP fall off instantly.

I've always been something of a balance [censored] though. I doubt everyone would want a "win the game with no effort" button removed like that.

Also, I really like the idea of "Alchemy as a weapon", instead of a buff. An alchemist making things like Poison, hallucinogenic(Frenzy) stun(KO) traps and bombs could add a world of fun to Alchemy, and stealth as a whole. Again, props to OP.

Yeah, the poisons in Oblivion had only one way of being used, apply to a weapon and the poisons would always become better by adding more damage and for a longer duration, while it actually should make the poison more effective, adding more damage and lowering the time of effect. I also like the idea of some poisons damage poisons not instantly effecting the target, but not all of them. In real life we have had poisons for ages and those were really really deadly. I can just cross my fingers and hope that Alchemy will now be considered a weapon skill, instead of a misc skill between magic and stealth. :)
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Nitol Ahmed
 
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Post » Wed Aug 18, 2010 4:18 pm

I hope for effects not to be known... and a system sorta like this thread : http://www.gamesas.com/index.php?/topic/1164877-a-different-kind-of-alchemy/page__p__17131309__hl__alchemy__fromsearch__1#entry17131309
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Jonny
 
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Post » Wed Aug 18, 2010 9:22 pm

I just thought about elemental effetcs in Poisons, should fire / frost / shock be visible, so that the target would burst in flames, get icy of chilly frost or have lightning roam over them? I'm not sure how I'd want it, but it could be cool to have visual effect when using elemental damage in the poison, instead of just being another kind of damage health effect. What do you think?
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Alyesha Neufeld
 
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Post » Thu Aug 19, 2010 2:48 am

It'd be pretty cool if we could poison food (find out what their favourite food was and poison that), make friends with the target then;
"Hey, I heard you like sweetrolls. Since we're such good friends, I bought you one :thumbsup:"
"Aw, that's nice of you. Mmm sweetrolls :liplick: *nom* :ohmy: :nope: :dead:"
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Cat Haines
 
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Post » Wed Aug 18, 2010 1:19 pm

I just thought about elemental effetcs in Poisons, should fire / frost / shock be visible, so that the target would burst in flames, get icy of chilly frost or have lightning roam over them? I'm not sure how I'd want it, but it could be cool to have visual effect when using elemental damage in the poison, instead of just being another kind of damage health effect. What do you think?

It would be cool if fire boiled his/her blood and made his/her eyes explode... if frost made your opponent slightly blue... can't think of anything for lightening though...
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Laura-Lee Gerwing
 
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Post » Wed Aug 18, 2010 7:59 pm

It would be cool if fire boiled his/her blood and made his/her eyes explode... if frost made your opponent slightly blue... can't think of anything for lightening though...

Maybe exploding eyes is a bit over the top, just a bit?
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Miragel Ginza
 
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