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Original post by Iron Chef Carnage
I don't think that you should have to click the "eat" button every few minutes or hours.
Very much agreed, that would get annoying VERY fast. In the case of poverty and uncivilized space, I'm thinking more of a resource bars that show up onscreen, under an interface area called "Survival." The bar simply drops as time goes by.
If you've got a group, you've got 3 toggles: You can look at yourself, any other character, or the pooled resources of your group. There'd be a checkbox to the effect of "Share Resources," which would also help in sharing recovery items and ammo.
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You could sett your eating rate like in Oregon Trail, to "Filling", "Meager", or "Bare Bones", and each of these would correspond to one of the stat levels.
I remember this! This is a great idea! It gives you a bit more choice, and it would be reflected very simply by how far the survival bars drop.
I actually played Oregon Trail alot as a kid, and having to deal with supplies really helped suspend disbelief. It's something that I thought would have made a great element in Fallout or Morrowind because it would set short-term goals for you while you're out in the wilderness. It would (at least for me) also increase that "frontiersman" feel, whereby if you screw up by not bringing enough, you've got to either trade, hunt or steal your way back to safety. (Mmmmm... delicious sauteed radscorpion tail, can't ya just taste it.
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I'm not sure whatscenarios you have in mind, but I envision things like dropping off a surveying team and then coming back a week later to pick them up with their data, or deploying a mining crew with a small group of riflemen to keep them safe, and swinging by once a month to resupply them, change the shift and pick up the ore.
With these scenarios, you're on the other side of the equation, and the principals supply themselves. But I'm mostly thinking of this in terms of you out there exploring when something goes wrong, or crashlanded on a planet.
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I don't know about water. It's another deal entirely, but it seems less "playable" than food. I'd be inclined to just "magic" it away with some kind of still-suit/atmospheric condenser/recycling port-a-john that will guarantee that you always have water. Maybe on desert planets the condensers would be less effective and you'd have to build a "tele-well" that will beam water from under the planet's surface to a reservoir, but since there's no real benefit to water, simplify it.
This would only apply in survival mode. The real question here is whether or not I should handwave for a completely unequipped character marooned on a desert world. If there was a "Survival" interface that popped up when you were in trouble, water could be a bar below food, and subject to the same rationing.
I'd add suits and gadgets anyway that would help take care of water, but what to do for the player who loses these items or doesn't bring them along? Does the meter just run out and they get a bleached bones cutscene?
Water could lead to interesting scenarios, like monsters guarding a watering hole, or cannibalizing equipement to make a condensor. On a desolate planet with no enemies and little interactivity, it MIGHT provide interesting gameplay as you trudge around the planet looking for some way off.
Or, given all the other factors in the game, it might be the straw that breaks the camel's back. It's a tough call.
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I'm only going along with the food system because you have dietary effects, especially on training. I'd also like diets to be automated, like a menu system instead of individually preparing each meal.
Okay, I think we might be miscommunicating.
You only eat for two reasons: "survival mode" when you have to, or for character resistance alteration.
If you're in civilized space, or on your ship, you never see survival mode. You're assumed to be eating foods regularly, and not triggering your nano to change because of this.
Now, only when you want "resistance to electrical damage" or whatever do you go to a store, storeroom or restaurant and actually right click on the food and select something like "synthesize nano" or whatever. It would be like taking a potion in Morrowind, or consciously choosing to use a drug in Fallout-- only all foods are drugs if you want them to be.
The shipwrecked or destitute player in "survivor mode" doesn't deal with "synthesizing nano" unless they want to. Food is automatically deducted from their inventory. But if they choose to click on one of their foodstuff items, they could balance their character as well (maybe resisting heat in the desert so that they use less water?)
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Characters could have "food preparation" skills, and when they cook morale goes up and food is more effective, so they could make a meal out of eight units of food instead of using ten.
Yes, cooking itself is again automatic onboard ship. You have food, you have facilities, you have crew whose needs are automatically taken care of (minus an energy and labor point cost).
The food prep for character configuration is an act of standing next to a food prep node and maybe clicking to use it. Like alchemy in Morrowind, it simply triggers a menu that allows you to combine items and get different properties based on your skill.
The only reason I wouldn't make the nutrition / nano configuration for resistances automated is because I don't see the player having to keep it up to keep up resistances. You eat meals, tell your nano to configure itself, and you get resistances. If you stop this gameplay, you're assumed not to be telling your nano to convert food you automatically eat behind the scenes. And you keep your resistances (and corresponding vulnerabilities)
Now, getting higher and higher resistances means that you end up clicking on the autochef or going to the sushi kiosk more and more, but this can be mitigated by quality of food, which give you more points per click.
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Just waiting for the mothership...
[edited by - Wavinator on May 8, 2004 3:17:16 PM]