32) Adrenaline Kit.Ammo: 10 injections.
Size: 1 high x 1 wide
Weight: 3
TUs: 10 per use of an injection.
Research needed: Medi-Kit.
Research hours: 320
Manufacturing: $19,200 for parts, 300 Engineer Hours.
Workspace: 2
Sell Price: $26,880
Effect: The soldier doubles his Time Units, Energy and Health for 3 turns, and then fall unconscious for the rest of the combat. If he returns to the base, he is wounded for 3 days (in addition to his other injuries if he has one).
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Perhaps it would be better if the Adrenaline Kit is an one use item, so the player need to manufacture it continually.
The soldier can use it on himself, or on another soldier.
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Add more possibilities to the OpenXCom engine to have more flexibility for uses of item, and consequences of using them.
I don't know if some of them are already possible.
I will explain this with the Adrenaline Kit as example.
Add the possibilities to:
- be able to set the effects on soldier skills (ex: doubles/adds X soldier Time Units, Energy and Health for X turns; the soldier fall unconscious for X turns/the rest of the combat; can/cannot be revived with Medi-Kit Stimulant before X turns/the rest of the combat).
- limit the use of Adrenaline Kit to a fixed number of uses on the same soldier (ex: the use of Adrenaline Kit is limited at 1/X use per mission, and to 10/X missions max per soldier during all the same game).
- each use of an Adrenaline Kit on a soldier augments the soldier wounded time at base (first use, soldier wounded for 3 days; second use on the same soldier, soldier wounded for 4 days; third use on the same soldier, soldier wounded for 4 days; etc.).
- each use of an Adrenaline Kit on a soldier reduces his skills at base for the entire game/for a fixed number of days (ex: Reactions skill reduced by 3 points for X days/the rest of the game, Stamina skill reduced by 5 points for X days/the rest of the game, Health skill reduced by 2 points for X days/the rest of the game, etc.).
- each use of an Adrenaline Kit on a soldier (after the primary effect (bonus) dissipated) reduces his skills during combat for X turns/the rest of the combat (ex: Reactions skill reduced by 3/X points for X turns/the rest of the combat, Stamina skill reduced by 5/X points for X turns/the rest of the combat, Health skill reduced by 2/X points for X turns/the rest of the combat, etc.).
All of these can even be different for each soldier depending on his Health/Stamina/Etc. skills.
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Cut from this thread on demand for better convenience:
https://openxcom.org/forum/index.php?topic=2279.0