Stimpacks and Exobiology

While Exobiology is fun for a certain cadre of players, I think it would be neat if it were appealing to a wider range than just those who enjoy exploration for credits or for exploration's sake. Historically, one of the reasons why people sought out new and bizarre plants was because of their unique medicinal properties. With this in mind, why not have the same thing work with Exobiology?

Stimpacks​


First, players could add Stimpacks to their backpack. Basic variants could be purchased illegally in the bubble, and would provide small bonuses to your on-foot stats. Better stamina, higher jump speed, maybe a bit of health regen, that sort of thing.

But players could also discover custom stimpacks, made from exobiological discoveries!

Danger - Toxins Detected, Life Support Activated​


Every plant would have a randomized assortment of bonuses and negatives, as well as a 'Toxicity' value. Players would have no idea what a plant would do until they test it on themselves, and depending on the toxicity of the plant, it could drain your life support duration or even damage your life support system!

The more toxic, the more life support duration it would drain; some would take 15 or 20 minutes of life support duration away. This would create a reason to carry a higher-grade life support, as while you could synth more air, it might deplete very fast if it's highly toxic.

MOST plants would be toxic, but some would have minimal or no toxins, AND might have an assortment of randomized bonuses.

Rare Alien Bonuses​


Faster reloads, higher jumping, more potent health regen, more overall health, resistance to certain damage types, resistance to heat, and so on and so forth. All COMPLETELY randomized. Players might need to explore thousands of systems to find the god-roll.

And even once they find it, each plant should only be harvestable once. Players would need to explore the entire planet to find enough to make their trip worthwhile, and once the planet gets depleted, it's gone for good, and you'll need to find more. This will take a long time, but it will happen eventually, and would encourage players to keep their finds a secret - because they should be able to sell them!

This encourages players to do exobiology, to explore the galaxy, searching for a bonus that's more powerful than anything anyone else has ever found.

And isn't that what exploration is all about?
 
This would be considered drug use. Just saying.
Now that I think about it, the game already makes reference to several types of illicit drugs. You can actually sell some of them!

Hush, push, and Lazarus are a good start, but we could add all sorts of funky drugs with funky effects. This is a thousand years in the future, after all, we should have no end of amazing narcotics. Quantum caffeine! Quantum marijuana! Quantum everything!
 
Media regulators make a distinction between drug trade and drug use. Not that it makes any sense but they do. There is also slave trade in ED, that seems even more dodgy to me.
There's also the lens of the conceivable and inconceivable. The wholesale shipment and logistics of illegal drug trafficking and the global impact it has is pretty inconceivable to most consumers.

But the specific effects on an individual are much more readily conceived by consumers.

When EVE did this, although they say they're "kinda like" drugs, I think they realised they needed to make it plausibly something else... so they called them Boosters, because they clearly enhance your ship... it just happens to be through you as the pod pilot, administered as a chemical, and just happens to have side-effects and such... but promise it's not drugs!
 
Last edited:
With regards drugs Bethesda can't use the term Morphene due to Australian laws this 'Stimpacks' are used instead. Fallout also uses a wide range of 'Chems' with various effects, these can also be manufactured and sold by the player.
Odyssey is of course already Pegi 18 so it shouldn't affect that. Of course doing this with entirely alien species would be absurdly risky.
 
With regards drugs Bethesda can't use the term Morphene due to Australian laws this 'Stimpacks' are used instead. Fallout also uses a wide range of 'Chems' with various effects, these can also be manufactured and sold by the player.
Odyssey is of course already Pegi 18 so it shouldn't affect that. Of course doing this with entirely alien species would be absurdly risky.
It's Pegi-16.
 
I'm sure there was a forum post about it, as some took exception to this.
I'm on the side of its just a game it's not real, but I get how it can offend
 
That's actually pretty good idea. As for the concern about it being classified as depicting drug use, it wouldn't be different from alchemy and potions in any old fantasy game so not a problem, IMO🙂 Just call them "Performance Boosters" or "Energy Shots" or "Supercaffeine" or whatever sci-fi/biopunk.
Better stamina, higher jump speed, maybe a bit of health regen, that sort of thing.
Stamina, faster movement, higher jumps, yes—the game already has "performance enhacers" you can trade as commodities. But health regen I think is more questionable lore-wise. I see the "health" bar more like armor integrity—once it gets to 0, the next shot gets through and incapacitates you. Of course the "health packs" seem to contradict this, but maybe it's just kevlar duck tape to patch up the suit and ketoprofen to numb the bruises left by weapon impacts😛
The more toxic, the more life support duration it would drain; some would take 15 or 20 minutes of life support duration away. This would create a reason to carry a higher-grade life support, as while you could synth more air, it might deplete very fast if it's highly toxic.
I don't see how ship life supports could be affected by potion use to such extent. Suit lifesystem, yes—negative side effect would cause it to work harder and drain the battery faster. A tradeoff between burst performance and overall endurance. But ship lifesystem only is relevant when your canopy is broken, so I don't think potion use will convince anyone to use A-rated modules instead of D-rated ones. Exploring and on-foot activities don't cause your ship canopy breaking almost ever and potions would be irrelevant to ship-to-ship combat.
 
Pegi 16!?
With slaves!
PEGI has a very broad exemption for the depiction of horrific acts if the game goes far enough to sanitise them.

So ED Horizons can have slaves at PEGI-7 precisely because "slaves are just the same as any other cargo" is the in-game implementation and (near)universal NPC consensus and you never get to see or question or interact with any of the consequences of that. Conversely PEGI-16 wouldn't be sufficient to actually allow you to meet any in Odyssey, so you can't.

The impression I get is that Frontier nowadays are just hoping that this is buried deeply enough into bits of the game which aren't immediately obvious, so that no-one important notices.
 
Not really, is Skyrim potion crafting a "drug use"?
It's all about presentation. Skyrim is magic, potions are magic. Once you start talking about toxicity and deriving stuff from plants (as opposed to unicorn farts and fairy tears), it's not magic. Remove the mention of toxicity and its plant only derivation and you might get past the censors.
 
It's all about presentation. Skyrim is magic, potions are magic. Once you start talking about toxicity and deriving stuff from plants (as opposed to unicorn farts and fairy tears), it's not magic. Remove the mention of toxicity and its plant only derivation and you might get past the censors.
I don't know, Skyrim potions are made from plants, have negative side effects, and so on. If there is a problem, it's purely a semantic one.
 
Back
Top Bottom