Poisons and Brewing Poisons.

The place to request or suggest new ideas and features.
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EvilTea
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Sat Apr 05, 2014 10:31 am

I know this has been suggested sort of before but I kinda want to expand on it further a lot it may as well be its own topic.

Now you see how clever kenshi can farm plants now and also brew some plants into delicious whiskey (or rum?). How about the ability to use that distillery for more...nefarious practices such as making vile poisons and venoms? I am not only talking about adding it to weapons to harm targets but also to wipe out settlements with little to no combat! Imagine brewing up some delicious rum to sell to your enemies the "United Cities" and you have quite the reputation for making splendid rum so obviously they pay you a fair deal for the luxury, little do they know you spiked that rum with a deadly venom that will kill the person that drank it in a matter of days. The united cities military are fond of rum particularly your venomous one leaving the town for easy pickings and looting with hardly any violence! You could also try to poison a towns water supply killing everyone off very quickly with no combat, making this an effective tactic before pulling a siege and conquering the badlands. Sadly stuff needs equality so I am sure that bandits will be happy to do the same to you when you are not looking causing for you to be more vigilant of water supply's whilst you are out and about! Obviously this will only really be effective when survival features are added but yeah.

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PnzrNorm
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Sat Apr 05, 2014 2:08 pm

IIRC, a distillery is not where poisons are made.
Are you thinking of the alchemy sets used in TES?

I like the different examples you gave for the use of poisons.
You should look up some of the short clips used in the Total War: Shogun games to see snippets of how ninja would deliver poisons to their targets.

I think this would be more effective when survival features are implemented, but I think it would be able to work right now.
If a Well were poisoned, the water drawn from it would also be poisoned, as would any water that is continuously produced, and that water would cause detrimental, possibly irreversible, damage to farmland.
Not so much damage would be done to the Rum Stills or Cooking Stoves.
To cleanse the Well would require ceasing production and having an expert in poisons deliver an antidote before resuming production.

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EvilTea
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Location: United Kingdom

Sat Apr 05, 2014 9:00 pm

I realise that poison isnt made in distillerys I just cant think of an alterative for one :P

Seimears
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Joined: Sun Mar 09, 2014 7:59 am

Sun Apr 06, 2014 6:18 am

Well actualy would think the med station could be used for such an act. The medic should know not only how to heal but how to make the poison.

As for the water supply though it is a shot gun like delivery system. It would also mean some get more doses were others get very little at best it would weaken the city not whip it out.

I think the best uses for this would be for arrows and for those with the assisin skill. Though you might have to have a medic standing by for when they are learning some might learn the hard way how they work.

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Tolwrath
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Tue Apr 08, 2014 4:10 pm

Poisons should really get their own bench. Not because you couldn't make it elsewhere, but because you shouldn't make it elsewhere. No one is going to want to use medkits that were made in the same place, with all the supplies also on the counter, that poisons are made.

Poisoned water supplies only work with slow poisons, otherwise the problem becomes obvious before enoilugh people can be infected. Also, thus far in Kenshi, a towns water supplies only comes from wells, which implies a stealth mission to get inside of a base to poison the well.

Poisoned weapons on the other hand would work best with a very fast acting poison. If fast enough, then enemies will be able to witness the effects on one person, and will lose moral because of it. Cannibals would have to be careful about poisons, otherwise they'd make their food supply inedible.

So as you can see many different types of poisons would be required. Would different poisons require different materials to create?

Seimears
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Tue Apr 08, 2014 5:30 pm

Though I see were you are coming from. I think for the most part poisons should be of the skill harming variety if not just knock them out leaven a death timer if they are not treated right away.

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PnzrNorm
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Tue Apr 08, 2014 7:17 pm

Throughout history, there are literally tens of thousands of events, battles, assassinations, and executions that utilized poisons extracted from flora and fauna all over the world.

I tried researching some history on poisons, but I won't be able to do much until I'm back at home.

I agree with Tolwrath that there should be other stations, entirely separated from the medical station, so as to prevent the accidental mixing of chemicals (Kenshi-ans are incredibly careful people).
I believe one station would suffice for the introduction of the industry, but I would like to see at least 3 stations in the future (mortar and pestle/plant extraction station, terrarium/animal extraction station, mixing and refining/alchemical station).

I think having different materials available to produce a wide range of poisons would be enjoyable.
I don't believe it would be tedious to have a large variety of ingredients for poisons since it would likely be implemented about the same time as hunting, and at that point in development, Kenshi will likely have the new world map and resources will be in fixed locations.
Perhaps each poison could require unique ingredients, and that poison's antidote could require different ingredients to counteract the effects.

If there were more than a handful of poisons, then each poisons could have its own unique effects, and some of those poisons would be the skill harming variety Seimears mentions.

Here's a list of poison effects I would enjoy encountering in Kenshi:
  • Strength reducing
    Dexterity reducing
    Nausea-inducing (occasionally forces char to stop movement to hurl)
    Limb/Full Paralysis
    Blinding (Perception reducing)
And not to mention the simplest poison of all, infections from unbandaged/dirty wounds (could cause Bleeding to occur in places it wasn't already, or accelerate blood loss)

Will add more as I think of some.

Set
Posts: 206
Joined: Tue Jan 07, 2014 5:40 pm

Sat Apr 12, 2014 8:02 pm

PnzrNorm wrote:Limb/Full Paralysis
I want this one + blowgun to take "volunteers" easily in the future, please! :twisted:

Seimears
Posts: 190
Joined: Sun Mar 09, 2014 7:59 am

Sat Apr 12, 2014 9:07 pm

Set wrote:
PnzrNorm wrote:Limb/Full Paralysis
I want this one + blowgun to take "volunteers" easily in the future, please! :twisted:
Lol volunteers huh.

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