Cataclysm-dda: Kick the habit of smoking It should be mandatory

Created on 21 May 2020  ·  10Comments  ·  Source: CleverRaven/Cataclysm-DDA

Is your feature request related to a problem? Please describe.

It is unusual for heavy smokers to be able to resist the urge to smoke from their backpacks, especially when they are in a bad mood

Describe the solution you'd like

If a man does not put a cigarette where he cannot get it for a moment, he cannot bear it, unless he has a strong will

Describe alternatives you've considered

When a player has a cigarette problem and subtracts his or her mood, consider whether there is any smoke in the backpack. If there is, the player will feel even worse

Additional context

Add any other context (such as mock-ups, proof of concepts or screenshots) about the feature request here.

Character / Player Effects / Skills / Stats

Most helpful comment

So, if you have Camp Fire Drill and it takes about a minute to light a fire, and you are doing night scavenging run, you would just randomly stop in the middle of the road for 60 turns to light your cigs, spreading the scent cloud and making yourself lit up?

All 10 comments

I think if this were to be implemented, it would have to work for a ton of other (if not all) addictive substances in the game. If cigs are irresistible, why not e.g. heroin?

I would say, the morale penalty should be higher when you carry some smokes around.

So, if you have Camp Fire Drill and it takes about a minute to light a fire, and you are doing night scavenging run, you would just randomly stop in the middle of the road for 60 turns to light your cigs, spreading the scent cloud and making yourself lit up?

As illustrated by above example, IMO automatic actions should be implemented veeeery cautiosly in the game. I'd rather be warned in some way when bad things are going to happen, then make a choice (do something or nothing), then live through the consequences of said choice. Perhaps @Lamandus 's alternative would work to model the effect you wanted?

Not sure the character should be engaging in actions without player input regardless of addiction. We roleplay our character, and that willpower is part of your roleplay. You can engage in vices or ignore them and suffer the consequences of addiction. Going down the path of separating the characters actions from the players actions opens a whole can of worms.

I would say, the morale penalty should be higher when you carry some smokes around.

You're right. I like the plan

I would say, the morale penalty should be higher when you carry some smokes around.

But then again, the player can cheat it by not picking them up. Maybe increase penalty just by seeing smokes lying nearby? Another for seeing and walking away? Would be a motivation for the player to retrieve smokes from dangerous places / steal them / always carry some on person. Could also turn out to be very buggy and annoying from gameplay pov, especially if applied towards substances with mild addictiveness.

I would say, the morale penalty should be higher when you carry some smokes around.

But then again, the player can cheat it by not picking them up. Maybe increase penalty just by seeing smokes lying nearby? Another for seeing and walking away? Would be a motivation for the player to retrieve smokes from dangerous places / steal them / always carry some on person. Could also turn out to be very buggy and annoying from gameplay pov, especially if applied towards substances with mild addictiveness.

进步不是一条直路,尝试会有可能失败,但这次尝试应该不会使游戏产生大量错误,我认为这是值得的尝试
Progress is not a straight path, and attempts may fail, but this attempt should not cause a lot of errors in the game, I think this is a worthwhile attempt

So, if you have Camp Fire Drill and it takes about a minute to light a fire, and you are doing night scavenging run, you would just randomly stop in the middle of the road for 60 turns to light your cigs, spreading the scent cloud and making yourself lit up?

Believe me, depending on how addicted they are, some would.

经过讨论,我认为这种奖励对玩家来说不是什么好事情,成瘾真的不是什么好事情,杀不死你的使你更强大,这句话在成瘾的世界是不存在的
After discussion, I think this kind of reward is not a good thing for players, addiction is really not a good thing, what can't kill you makes you stronger, this sentence does not exist in the world of addiction.

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