Rakudaton
09-25-2011, 01:31 AM
Howdy!
I was recently contemplating the new bomb crafting system, and thinking about just how much more tactical it will make the assassinations. Having replayed Brotherhood, I found that the Borgia Tower missions were the most fun of any for me, because they required a great deal of strategy for a stealthy kill. With bombs this should be even better.
That gave me an idea: In some sort of DLC for revelations, why not add on a little poison-crafting system that works the same way?
Here's how I imagine it would work. You can carry three types at a time. Instead of having Lethal, Tactical, and Diversion however, they are split up according to delivery mechanism: so you have one poison for your darts, one for your poison blade, and a special one where you scatter florins coated in the poison (anyone who picks them up is caught). Each poison is crafted from two parts:
1) Catalyst -- Affects the speed at which the poison takes effect
>> Rapid Catalyst -- Poison takes effect almost instantly
>> Medium Catalyst -- Poison takes a few seconds to take effect
>> Slow Catalyst -- Poison takes a long time to take effect
2) Effect -- Affects the type of poison
>> Snake Venom -- The target collapses and dies when the poison takes effect
>> Fury Venom -- The target goes berserk and swings their weapon around (like ACII and ACB poison) before dying
>> Haze Toxin -- The target remains standing still, semi-conscious, but will not respond to his environment. For example, a guard will not stop you from entering an area he is guarding while he is in a haze. Because he remains standing, other guards will not become suspicious if they see him. (This poison only stays active for a few seconds)
>> Sleeper Potion -- The target collapses into a deep sleep. May be used on civilians without risk of desynch.
>> Paralytic -- The target is temporarily paralysed. If they are on a high beam or climbing, they will fall to their death.
>> Paranoia Drug -- The target becomes extremely paranoid, thinking he sees enemies everywhere. He will frequently search the area for an enemy he thinks he's spotted. If he is a captain, he will send other guards to investigate as well. Use this to disperse guards.
>> Sickness Drug -- The target becomes violently ill and starts throwing up. Other guards may come to his help and take him to a nearby doctor, leaving the coast clear.
I think it would make a great addition to the bomb system, and it's always nice for DLC to give new gameplay features (I remember how disappointed I was at the Da Vinci Disappearance's "two new gameplay features", which were a boring painting-scan mission and a terrible dice game in La Volpe Addormentata).
Thoughts? Would a poison system like this work? What would be some other decent poisons to have?
I was recently contemplating the new bomb crafting system, and thinking about just how much more tactical it will make the assassinations. Having replayed Brotherhood, I found that the Borgia Tower missions were the most fun of any for me, because they required a great deal of strategy for a stealthy kill. With bombs this should be even better.
That gave me an idea: In some sort of DLC for revelations, why not add on a little poison-crafting system that works the same way?
Here's how I imagine it would work. You can carry three types at a time. Instead of having Lethal, Tactical, and Diversion however, they are split up according to delivery mechanism: so you have one poison for your darts, one for your poison blade, and a special one where you scatter florins coated in the poison (anyone who picks them up is caught). Each poison is crafted from two parts:
1) Catalyst -- Affects the speed at which the poison takes effect
>> Rapid Catalyst -- Poison takes effect almost instantly
>> Medium Catalyst -- Poison takes a few seconds to take effect
>> Slow Catalyst -- Poison takes a long time to take effect
2) Effect -- Affects the type of poison
>> Snake Venom -- The target collapses and dies when the poison takes effect
>> Fury Venom -- The target goes berserk and swings their weapon around (like ACII and ACB poison) before dying
>> Haze Toxin -- The target remains standing still, semi-conscious, but will not respond to his environment. For example, a guard will not stop you from entering an area he is guarding while he is in a haze. Because he remains standing, other guards will not become suspicious if they see him. (This poison only stays active for a few seconds)
>> Sleeper Potion -- The target collapses into a deep sleep. May be used on civilians without risk of desynch.
>> Paralytic -- The target is temporarily paralysed. If they are on a high beam or climbing, they will fall to their death.
>> Paranoia Drug -- The target becomes extremely paranoid, thinking he sees enemies everywhere. He will frequently search the area for an enemy he thinks he's spotted. If he is a captain, he will send other guards to investigate as well. Use this to disperse guards.
>> Sickness Drug -- The target becomes violently ill and starts throwing up. Other guards may come to his help and take him to a nearby doctor, leaving the coast clear.
I think it would make a great addition to the bomb system, and it's always nice for DLC to give new gameplay features (I remember how disappointed I was at the Da Vinci Disappearance's "two new gameplay features", which were a boring painting-scan mission and a terrible dice game in La Volpe Addormentata).
Thoughts? Would a poison system like this work? What would be some other decent poisons to have?