09-30-2024, 12:07 PM
(09-28-2024, 07:28 AM)Frank_Stein Wrote:(09-28-2024, 05:23 AM)Mouse Wrote:(09-27-2024, 02:52 PM)LeahTheTech Wrote: IMO drinks should have their unique effects based on reagents rather than status effects applied when drunk, that's a separate system. I have been adding some silly unique effects (cosmopolitan giving you random accents, old fashioned giving you noir vision etc.) to various cocktails but it would always be good to have more (and maybe some more useful ones too?)
Perhaps making the chem in a cocktail shaker creates a "professionally mixed" version of the chem, with better effects?
I think encouraging the buffs gained to be gained through the bar paraphernalia is the way to go.
Suddenly the extra step of adding umbrellas and fruit wedges to drinks has importance. It would also let you visually tell the benefit from the drink.
Those little bits could add extra buffs whatever effects the drink has from it's chemicals
Maybe it could work like, once you mix the drink in the shaker, it "charges" it to accept a buff that comes from what is added. Drink umbrellas could be a defense bonus (an umbrella protects you from the elements) Salting the rim could add attack bonuses (If you're mad you're feeling salty)
Personally agree with Leah, I do think drinks should stick to effects on reagents. We have so many drinks but they basically don't do anything, sometimes even less than the sum of their parts, such as some drinks using capsaicin that are just not spicy suddenly.
I think it might be neat to add minor buffs to attaching umbrellas, wedges, ice or salt, though I'm worried if those buffs are too good, people will just drink simple drinks with wedges instead of making drinks that are complex and yield potentially cool buffs.
Perhaps they could act as force magnifiers? Something that already buffs stuff could buffs stuff even more if combined with the correct decoration?