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BYOND Username: Breezeshadow
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I think having bartender cocktails give buffs similar to chef food buffs when drank could be pretty neat. Maybe have them offer more unique effects than chef food (which is just HoT, stamina and max hp buffs mostly), but that's offset by the fact that they, well, make you drunk. This would promote more interaction with the bartender hopefully, and add more usefulness to the alcohol resistance gene too.
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09-27-2024, 11:42 AM
(This post was last modified: 09-27-2024, 11:43 AM by Flourish. Edited 1 time in total.)
I think this is a good idea!
Instead of a specific buff / effect for each individual drink reagent, maybe we could group them based on complexity or theme / type of drink and have different tiers or classes. Perhaps this could also be tied to the cocktail shaker that the bartender specifically has to use. This way you won’t have staffies mass-producing some cocktail just to get the buffs (which would go against the point / motivation behind adding something like this).
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BYOND Username: LeahTheTech
Character Name: Leah Polaris, B.E.E
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?)
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(09-27-2024, 11:42 AM)Flourish Wrote: I think this is a good idea!
Instead of a specific buff / effect for each individual drink reagent, maybe we could group them based on complexity or theme / type of drink and have different tiers or classes. Perhaps this could also be tied to the cocktail shaker that the bartender specifically has to use. This way you won’t have staffies mass-producing some cocktail just to get the buffs (which would go against the point / motivation behind adding something like this).
Yeah this is what I was thinking, sort of how chef can make food buffs last longer by cooking it for the correct amount of time. This is also why I thought it'd be nice to have it as a separate system from reagents, because otherwise it'll just end up being made by people other than the bartender.
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09-28-2024, 04:21 AM
(This post was last modified: 09-28-2024, 04:22 AM by Kotlol. Edited 1 time in total.
Edit Reason: Detective buff detected
)
I agree with this. Bartender has a lot of cool drinks, but the coolest drinks are just "FUNNY" like Mutini's and are a secret too. (SIGH)
But like 80% of all drinks are just roleplay flavor and most don't bother with it.
It's either COFFEE, TRIPLE C, FUNNY DRINK. With sometimes certain requests.
Otherwise... bartenders most of the time just pour a lot of triple C, put it on the counter then starts mucking about with their shotgun or helping the chef.
By giving them buffs, suddenly certain drinks are favored. I can totally see people willing to get drunk for specific buffs.
Though I guess this is an indirect buff for the Detective who can withstand any alcohol.... Wich I'll be honest I am kinda against since as a detective main they are still too good.
BUT... this is a whatever since anyone can benefit from it, it's just the detective can benefit even more.
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(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?
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09-28-2024, 07:28 AM
(This post was last modified: 09-28-2024, 07:32 AM by Frank_Stein. Edited 2 times in total.)
(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)
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(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?
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