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Poll: Space Narcotics

Should there be narcotics in Dual Universe?  

113 members have voted

  1. 1. Should there be narcotics in Dual Universe?

    • Yes
      75
    • No
      38


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Introducing narcotics is a great idea.  Many good solutions for treating drugs as a meaningful function have already been mentioned and I hope that some of them will make it into the game.

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Drugs would just be the equivalent of "buffs or potions" in other MMO's.

 

If the positive effects outweigh the negatives, everyone that can afford them will use them. No group will want to ban them, hence no need for "smuggling".

If the negative effects outweigh the positives, nobody will use them. No group will need to ban them, again resulting in no need for "smuggling".

 

Historically in RL smugglers existed primarily to avoid taxes charged by governments on various imported commercial goods. It's only in modern times that smuggling "illicit substances" became big business.

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On ‎22‎.‎10‎.‎2017 at 6:32 PM, Shynras said:

What defines an item illegal in DU? The law is made by the players, so they're the ones who decide what's illegal and what's not. NQ can't simply add an item in game and say "Hey, that item is illegal", because noone would care. 

Why players would want to declare an item illegal? Why it is in the real world? Because it is damaging for the player who uses it AND ALL THE OTHERS. 

 

What do we need to make an "illegal drug" be possible in the game:

 

-A strong istantaneous positive buff on the player.

-A strong negative effect that last longer, but acts only after the first effect ended (you can take more drug to interrupt that effect, but the negative effect stacks later = addiction gameplay)

-An effect that damages all the other players, not physically, but economically. Example: you use drugs and the pollution on a certain tile (or group of tiles) increase, giving a debuff to all other players, elements and items in that area. If it's just a couple of people using drugs the pollution is still manageable, but if there's a lot of drug residues in the air it quickly becomes a problem, so much that can cause depopulation because that territory isn't worth living in anymore. A nation, to protect itself, will likely declare that drug illegal to prevent that from happening. Different drugs have different effects and depending on what the nation is specialized in and what's the territory purpose, they may decide to make them all illegal or just a few ( a nation specialized in military activities, may decide to let players use a drug that has as downside " x% reduction on resources mined", while a mining corp would certainly ban that drug in its territories)

This is just one of the good examples here in the comments. Pls read the comments above NanoDot. There are good ideas how you can bring 'drugs' as a useful function in the game.

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1 hour ago, Bralor said:

This is just one of the good examples here in the comments. Pls read the comments above NanoDot. There are good ideas how you can bring 'drugs' as a useful function in the game.

It's a very poor example you quoted there.

 

If any member of an org does something that damages the other members, that player will be rapidly ejected from the org and its territory. Members of an org in DU are not like the faceless citizens of a city like New York. In DU, everyone knows everyone else, because you need to watch for spies all the time.

 

If an org in DU outlaws a drug, your life span as a potential customer for that drug will be extremely short in that org...

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4 minutes ago, NanoDot said:

It's a very poor example you quoted there.

Ok thats your opinion but i liked the idea. In addition, many others find the idea of narcotics good. We'll see how the developers decide.

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1 hour ago, NanoDot said:

If any member of an org does something that damages the other members, that player will be rapidly ejected from the org and its territory. Members of an org in DU are not like the faceless citizens of a city like New York. In DU, everyone knows everyone else, because you need to watch for spies all the time.

 

If an org in DU outlaws a drug, your life span as a potential customer for that drug will be extremely short in that org...

This reminds me that the effect can set as 'not obviously visible' for other players.
This would make the affected organization review members' health (and health plays an important role in a future, because governments are already interested in the health of their citizens). With the background of NQ for this game, I think that's a good connection, because I think if someone was picked up on the arkship, then only healthy people would be there, so at the time there were such health scans.
I'm thinking of something like how sensors reflect the values of important bodily functions. These sensors are then available through crafts or other ways in the game (should be made with little effort but there are several levels of quality and the higher the quality the harder to set up
). With such sensors, the standard values of a character are then specified for comparison. After having scanned its members, it can be determined by comparison with the normal values whether any substances have been taken and maybe you can still pack something in the direction of genetics or the like, but I would not like to go into that.

As a result, the responsible organization would know who is a consumer among its members and who is not. Then you could throw the consumers out of the organization or make an investigation to find out who supplies the stuff and manufactures.
And maybe this will give you a great opportunity to make a profit, be it new territory or credits or anything else 
B)

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3 hours ago, NanoDot said:

It's a very poor example you quoted there.

 

If any member of an org does something that damages the other members, that player will be rapidly ejected from the org and its territory. Members of an org in DU are not like the faceless citizens of a city like New York. In DU, everyone knows everyone else, because you need to watch for spies all the time.

 

If an org in DU outlaws a drug, your life span as a potential customer for that drug will be extremely short in that org...

Nope:

 

-Drug effects are not necessarily noticeable.

-Many territories and orgs will have visitors and players crossing their borders, for various reasons, especially for $$$. You can't kick them from the org/territory because they provide economical benefits to you.

 

Other than that:

 

-Like in the real world, when someone gets caught gets punished ( pay a fine, get ejected from the org/territory, any other punishment the players decide, ...). And there's nothing wrong with that.

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could be a funny concept, though it is only worthy beside a well working skill system

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On 12-8-2016 at 3:13 AM, Halo381 said:

Kinda amazed at how many people voted no. I mean, this'd give smugglers something to actually smuggle :P

Why do you think so many voted "NO" my friend?

 

No space-narcotic, means one worrie less from succeeding, al they have to worrie about now is the snitch who gives the smuggling-intel to the space-pirates and or rival drug-cartels :D 

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