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Neuro toxins.. Rules anywhere?
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garhkal
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PostPosted: Fri Oct 04, 2013 2:55 pm    Post subject: Reply with quote

atgxtg wrote:
Esoomian wrote:


I can see that, what is toxic to one species just dilutes the substance that is toxic for another species. If you wanted to target something specifically to a species then I can see it having a much higher toxicity (damage) rating against the targeted species but a much lower rating against other species.


Exactly. You can easily come up with a virtually unsurvivable dose of any toxin. Something like 10 times a lethal dose should do it. But if you are trying to come up with something that can kill anything you have to put together a cocktail of various toxins.


And depending on what you mix up, you might have to make it 20, as the first few doses counter the other doses and mixed in reagents..
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atgxtg
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PostPosted: Mon Oct 07, 2013 10:14 am    Post subject: Reply with quote

garhkal wrote:
[

And depending on what you mix up, you might have to make it 20, as the first few doses counter the other doses and mixed in reagents..


Precisely! You wind up with half the things in the cocktail counteracting each other. Then you got the differences between various species to worry about. For instance, there is something in chocolate that makes it mildly poisonous to virtually evey animal on Earth except humans! Or that birds are immune to the oils in hot peppers that make them hot.

So coming up with a mixture that would work on virtually every species in the Star Wars galaxy would be quite a trick to pull off.
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garhkal
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PostPosted: Mon Oct 07, 2013 3:15 pm    Post subject: Reply with quote

So you just make them species specific (or linked to a few only)..
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atgxtg
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PostPosted: Tue Oct 08, 2013 9:31 am    Post subject: Reply with quote

garhkal wrote:
So you just make them species specific (or linked to a few only)..


That would be the way to do it, if you had the option. For instance if someone were fighting the Empire, chemical weapons that targeted humans would be ideal, since they would take out the Imperial troops but leave your own species unharmed. Likewise, if the Empire were planning to attack a specific species they could cook up weapons tailored at the native species and not have to worry about the weapons affecting their own troops, or at least not to the same level of effectiveness. It certainly would have helped on Endor.

But from a gaming perspective poisons aren't very fair, since it is all too easy for a technologically advanced society to come up with something so lethal as to ruin the game, and there's not much you can do about. If Stormtroopers started carrying grenades that did 10D or even 20D poison damage, it's not fun to play a rebel anymore.

Plus, from the attacker's point of view, most toxins take too long to work. You really don't want to loose troops because the other guys got off some lucky shots before they died.
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