Damn, this has got to be one of the most though out suggestions I have ever seen, and finally one that I don't have to go "lolz lern to serch noob", that aside I will attempt to offer constructive criticism here.
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- Damage Resistance (Armor, ect)
- Health Modification (Healing, regeneration, ect.)
- FoodSaturation/hunger (foodSaturationLevel is a hidden stat that affects how quickly hunger degrades)
Yes. Just yes. I believe that someone mentioned once that IC2 is all about providing industrial upgrades to existing minecraft systems, with booze being an upgrade to potions, however even though some of the current effects can be fun and occasionally useful, there are not really enough positive status effects to be truly worth the tremendous wait time in order to obtain said booze, instead turning it essentially into some fun on the side
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- Wheat: Adds damage resistance in the form of armor for the duration of the drunken state.
What I imagine here is, say for instance, a Regular Brew (1:1
solids-to-water, 1:1 hops-to-wheat, brewed instantly) will add 1 armor
piece for as long as the player is drunk.
- Hops: Adds health regeneration, where the tick is always 1/2 a heart but more hops will decrease the tick time.
Here, I imagined that just as before, a Regular Brew would cause the
tick to be 30 seconds long, meaning you receive 1/2 a heart every 30
seconds for as long as the player is drunk.
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This is pretty well thought out in that they balance each other based on the ratio, almost allowing customizable positive effects. I don't like the brewed instantly for a regular brew though, I think the point of booze is that it is supposed to take time to earn it
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- Existing effects are not threatened.
Yeah, this should probably keep existing effects in there, this suggestion should be seen as an addition not a complete rework (although it kind of is)
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- Some negative effects need to be much more rare the better the brew is
(fermentation length), such as blindness or miner's fatigue.
I completely agree with this, it would create a choice of being able to mass produce brews with a high chance of bad effects, or create a small amount of properly fermented brews
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- Water: This affects the strength of the brew's properties, such that
more water (like Lite brew) will lessen the effects of the brew, but
will also lessen the strength of the drunkenness.
You definitely thought this through with balance in mind, I like it due to the fact that in order to achieve better positive effects (i.e. regeneration) you must take with them the negative drunkenness which
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Finally, here is the scale of drunkenness, with following effects, with a timer that constantly counts down to sobriety:
1-4: Tipsy; Bloom added to screen at each level. Each level lasts 35 seconds.
5-8: Wobbly; Motion blur added to screen at each level. Each level lasts 35 seconds.
9-14: Drunk; Slight screen shake on collision, vision blur. Each level lasts 30 seconds.
15-18: Hammered; camera pans in wobbly fashion. Each level lasts 25 seconds.
19-20: Completely Smashed; screen shakes slightly, shakes violently on
collision, bare fisted punch power greatly increased. This level lasts
20 seconds.
Total time to sobriety from level 20: 600 seconds, 10 minutes = 1/2 Minecraft day or night.
Note: I avoided directly interfering with control sequence like making
the character stumble and fall because adding screen effects such as
these will make the actual player feel drunk, and therefore make those
mistakes without the game's help. Also, this adds the ability for the
player him/herself to be able to overcome the drunkenness and therefore
develop a resistance and ways to work with the visual effects.
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was also pretty well done here with a clearly incremented system of negative effects, the only problem I note is in
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Slight screen shake on collision
Are you talking about collision with blocks? Collision with anything? This seemed a bit vague to me
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- Using fruits or vegetables to make liquors other than rum.
- Apples: Cider
- Melon: Flavoring (Additional benefits?)
- Corn?: Whiskey
- Potatoes?: Vodka
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I don't think we should needlessly implement additional booze types, although I do think the flavoring idea could be expanded upon and make a good addition to the main post and
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I think I know of a particular forum user that might like this idea a lot
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- Allow custom naming of a brew, so as to hide the type of booze it is
and therefore the recipe to create it, also to add a little flavor to
the entire idea of balancing the different stat bonuses.
I definitely like this, mainly for the fact that it would allow alcohol shops to be created, although until Trade-O-Mat booze gets worked out I don't think this could be used to its full potential
Overall, this has been one of the most thought out suggestions I have ever seen so here, take the CrafterOfMines57 seal of approval