Suggestion: Restricted Poisoning

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Archaegeo
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Suggestion: Restricted Poisoning

Post by Archaegeo » 12 Mar 2014, 11:53

Since we have alchemy, poison should be a logical step.

The way it should be structured to work:

It takes time to apply the poison to your weapons.

The poison has a duration that it remains active once applied, then it wears off.

The poison wears off after one or two hits (i.e. its applied).

This makes poison such that it isn't a required item, but is situational and requires forethought about when it might best be used.

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SirWinston
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Re: Suggestion: Restricted Poisoning

Post by SirWinston » 12 Mar 2014, 12:00

We could even push it further and add the possibility to poison food.

Imagine a merchant guild secretely supporting a kingdom, this kingdom is at war with its neighbor.
The merchant guild could pretend to offer their services in good faith to the opposing realm, proposing food for a good price, but add poison to the food so when the soldiers use them they get sick and inefficient in battle.
Some advanced poisons made with rare components could even slowly kill a victim.

Kings would need people to taste their food before they eat it so they don't get poisoned, just as it was in medieval times.
Spoiler


Danielb
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Re: Suggestion: Restricted Poisoning

Post by Danielb » 24 Mar 2014, 14:10

I agree with both of the above.

Provided that the poison DOES have its limits, I'd think that it would cause no global overkill. It would, no doubt, add more tactical depth to the game and provide us with more to think about and more to be concerned of.

Yes please.

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Saxxon
 
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Re: Suggestion: Restricted Poisoning

Post by Saxxon » 24 Mar 2014, 14:27

I have to admit these are some cool ideas.


Siegbert
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Re: Suggestion: Restricted Poisoning

Post by Siegbert » 24 Mar 2014, 14:27

Poisoning... interesting.


Archaegeo
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Re: Suggestion: Restricted Poisoning

Post by Archaegeo » 24 Mar 2014, 14:39

Yeah it would open a path for antidotes in alchemy chain too.


Protunia
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Re: Suggestion: Restricted Poisoning

Post by Protunia » 24 Mar 2014, 14:49

I already saw several poison things in the games folders if you look around.


Terminus_Zaire
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Re: Suggestion: Restricted Poisoning

Post by Terminus_Zaire » 24 Mar 2014, 21:32

I can agree with being able to poison food, but there needs to be some sort of limit to this.

For example, poisoned food should not be allowed to be sold on the open market. Otherwise, we'd be getting a bunch of griefers who sell only poisoned food to the public, rendering the market "tainted" unless we see the name of who made the food.

With that comes the problem, what if somebody tries to sell food on the market if they don't know its poisoned? Should it let them, should it remove the poison, or should it allow you to accidentally poison your allies?

Perhaps poisoned food should change back to normal after a time period, so it would "expire" like normal potions' effects would?


Proximo
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Re: Suggestion: Restricted Poisoning

Post by Proximo » 24 Mar 2014, 23:16

http://lifeisfeudal.gamepedia.com/Effect

Notice the poison effects? Can't wait to find out how to apply them.

Also the market is based off trade posts people build and you have to buy things at the actual building. If someone sells poison just tell the community and nobody will purchase from said market anymore.

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