Consumables and Healing

Colm_Rebel

New member
I think the best and most balanced way to handle healing would be with consumable items as are found in New Vegas, but the main balancing issue is the classic "Chugging" tactic, where you just sit in your inventory and conume about 10-20 items at once to stack the most possible buffs and healing, becoming unkillable. With this in mind my suggestion is therefore the following:

Consuming items plays an animation - This animation would take a couple of seconds and if you take damage during this time, it would cancel, preventing you from gaining the benefit of the item.

Taking multiple drug items causes overdose - Mixing multiple drugs in your body would cause an overdose which would rapidly cause damage and would require a healing item to be applied immediately or else you would die, this would be cool if it also applied to mixing items from the same category e.g. Mixing alcohol items makes you drunk, mixing healing items causes you to be sedated each one coming with its own debuffs. You would be able to mix chem effects only by crafting a single item with combined effects e.g. PsychoBuff

I believe this would balance healing items better to prevent "Chugging" and also be good for immersion, taking loads of drugs isnt good for you, maybe you could add a trait like chem resistant that would allow you to take two items without overdosing.
 
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