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Aug 18 2009 09:42 PM UTC (over 2 years)

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In CrimeCraft, medicines and boosts are equippable, consumable items that can be used to improve the performance of the player character while engaged in instance play. As a brief overview, medicines will always provide positive effects, while boosts have both negative and positive effects.

 

Medicine and Boost Basics


Medicines and boosts are both special consumable items that can be equipped to allow the player to gain a set of unique bonuses within instances. Generally speaking, most of the bonuses granted by using medicines and boosts are defensive, affecting only stats that will provide the character a measure of protection or mitigation against damage. There are limited exceptions, however, as some items also improve damage, accuracy and the effectiveness of critical attacks.

 

Medicines and boosts are equipped in the Character window. Initially, a player has access to only a single slot for equipping these items. However, after completing a specific mission, the second medicine slot becomes available for use; this slot is otherwise greyed out and unavailable.

 

The primary difference between medicines and boosts is the effect they have on the player:

  • Medicines are products of world-spanning megacorporations and chemists who focus on safety over power. Medicines will always have a positive effect on the character only. There are no negative effects associated with medicine use. However, this comes at the expense of power; because medicines are safer to use, they are generally weaker than a boost of the same level.
  • Boosts are products of the streets, hand-crafted by chemists who create compounds that emphasize power over safety. Boosts will always have both a positive and a negative effect on the character. This negative effect is sometimes substantial, but this effect is balanced against the increased strength of the boost’s positive effects. Because of the risk inherent in using a boost, their positive effects are generally stronger than a medicine of the same level.

Medicine and Boost Types


Medicines and boosts both come in several different types. Each type of medicine or boost modifies a unique set of statistics. The effects of medicines and boosts do not stack; if a medicine affects a player’s Maximum Health, a boost which affects this stat will not grant a further bonus. It will instead replace the medicine’s bonus, if it is more powerful, or have no effect, if it is less powerful.

 

There are two different types of medicines. These are:

  • Medkits: these are healing medicines. These grant the following positive bonuses to the player: healing of a percentage of Health or Stamina, healing of points of Health or Stamina, and regeneration of Health or Stamina.
  • Serums: these are buffing medicines. These grant the following positive bonuses to the player: increased maximum Health and Stamina, Light Resistance, Medium Resistance, Heavy Resistance, Splash Resistance, Absorb, Weapon Damage, Accuracy, Critical Hit Chance and Critical Damage.

There are five different types of boosts. The negative effects of a boost can be drawn from any stat that is not also a positive effect for that boost. Therefore, the types of boosts are controlled by the stats they positively affect. These are:

  • Bolsters: these boosts improve a player’s health. Their positive effects include increased maximum Health and Stamina, healing of a percentage of Health or Stamina, and healing of a number of points of Health or Stamina.
  • Cicatrizants: these boosts improve a player’s regeneration rates. Their positive effects include regeneration of Health or Stamina.
  • E-genes: these boosts improve a player’s ability to resist attacks. Their positive effects include Light Resistance, Medium Resistance, Heavy Resistance, Splash Resistance and Absorb.
  • Anabolics: these boosts improve a player’s ability to cause damage. Their positive effects include Weapon Damage, Critical Hit Chance and Critical Damage.
  • Psychostims: these boosts improve a player’s accuracy.

Medicines and Boosts have stacking rules. A player can use one Medkit type of medicine and one Serum type of medicine at a time. Additionally, medicines and boosts have the following limitations:

  • Bolster effects do not stack with Medkit or Serum effects, depending on the positive stat modified, or with other Bolsters.
  • Cicatrizant effects do not stack with Medkit effects or with other Cicatrizants.
  • E-gene effects do not stack with Serum effects or with other E-genes.
  • Anabolic effects do not stack with Serum effects or with other Anabolics.
  • Psychostim effects for not stack with Serum effects or with other Psychostims.

Balancing Boosts


An important aspect of the boost system is the fact that it can give the player a significant boost in power over typical medicines, but it does so at a price. Players must choose whether or not the negative effects of the boost in question are an equal trade off for the power gain they are getting.

 

Because of this, most boosts are designed only to provide negatives to a small number of skills that all players will be familiar with. The reason for this is two-fold. First, we do not want to confuse the player by adding many stats to have to keep track of. Second, because we want to make sure that players can accurately and quickly gauge the value of a boost to them, restricting negatives to obvious stats like damage, resistances and accuracy allows that to happen.

 

However, it’s not just enough to keep the negatives limited to a specific set of stats. It is also important that no boost has negatives that make the item appear to be harmful. Every boost is intended to be of interest to the player, and we’ve strived to make the stat combinations interesting. Of course, these items are always going to be the subject of balancing, so if we find that some boosts aren’t pulling their weight, we’ll be looking at ways to make sure we make that item appealing to the player base.

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