Being a chef sucks and nobody wants to do it because haha you make a crashwich and then fry a few things and that's it, nobody gives a shit. Botany suffers indirectly from this too!
Stamina loss from anything besides a blow to the noggin doesn't really have any consequences. Every other game that has a stamina meter has you become winded when it becomes depleted. Let's do that! Let's also have it lower your stamina semi-permanently...until you eat!
Yeah yeah I know it's a nerf but sprinting is just meant to get you somewhere quickly, it's not supposed to be sustainable. Right now we can just hold down shift and get intermittent speed boosts when our stamina runs out! If food can restore stamina, there'd be a reason to eat. Cool!
WAIT THERE'S MORE
What about buffs from better ingredients/harder to make foods? For a limited time, have higher max stamina! Or faster stamina regeneration! Or extra brute/burn/tox/oxy health/regeneration! The sky is the limit, people. Let's make chef/botanist worth playing again
credit goes to Caves of Qud's new cooking system for inspiring this idea
01-18-2018, 02:59 AM (This post was last modified: 01-18-2018, 03:02 AM by babayetu83. Edited 1 time in total.)
i dont like the idea about it doing things to your stamina. it should opt out. i think i posted about this before but what i think would rescue chef from being useless filler job to something fun that contributes something (where you don't have to beg people/coercing them by first beating them and feeding them)
1) remove the heat/time mechanic as all recipes are unique and this is just a layer of unfun busy work (but how will you get a burnt mess now!?!? just have the oven have a 50/50 shot to spit out either a burnt mess or ????)
2) have food provide some kind of temporary buff. better stamina regen, slow passive health regeneration, heat resistance, cold resistance, burn resistance, heat resistance, rad resistance, slight speed increase, low-light vision or seeing further in the dark (eat your carrots kids), better disarm/grab chance, fart faster, increased stun recovery time, critters ignoring you, less slowdown from the cold, and much more, and just like you said, the sky's the limit
Personally, I've always thought that stamina was something that burned up too quickly
Maybe this is a little convoluted, but what if there were essentially two stamina bars? One would be similar to the current one, and a second that's more of a long term thing that depletes as the first bar refills itself.
The first bar getting low would be akin to getting winded doing physical activity, while the second is closer to physical exhaustion.
In situations where the first bar is used up, you could push yourself further by expending the second at a faster rate then letting the first bar refills itself.
Both bars would refill automatically, but food increases the rate of the second bar, while drugs and mutations the first
(01-18-2018, 08:12 AM)Frank_Stein Wrote: Personally, I've always thought that stamina was something that burned up too quickly
Maybe this is a little convoluted, but what if there were essentially two stamina bars? One would be similar to the current one, and a second that's more of a long term thing that depletes as the first bar refills itself.
The first bar getting low would be akin to getting winded doing physical activity, while the second is closer to physical exhaustion.
In situations where the first bar is used up, you could push yourself further by expending the second at a faster rate then letting the first bar refills itself.
Both bars would refill automatically, but food increases the rate of the second bar, while drugs and mutations the first
Carbo-Loading strats? In MY Space Station?
100% A+
01-18-2018, 08:55 AM (This post was last modified: 01-18-2018, 08:58 AM by LuigiThirty. Edited 1 time in total.)
(01-18-2018, 08:12 AM)Frank_Stein Wrote: Personally, I've always thought that stamina was something that burned up too quickly
Maybe this is a little convoluted, but what if there were essentially two stamina bars? One would be similar to the current one, and a second that's more of a long term thing that depletes as the first bar refills itself.
The first bar getting low would be akin to getting winded doing physical activity, while the second is closer to physical exhaustion.
In situations where the first bar is used up, you could push yourself further by expending the second at a faster rate then letting the first bar refills itself.
Both bars would refill automatically, but food increases the rate of the second bar, while drugs and mutations the first
I like this since it's different from just the food motive system, plus you can always refill your exhaustion meter by eating shitty snack foods out of vending machines if there's no chef.
I like the idea of having certain foods give slight buffs like the new Zelda, though. Spicy foods give you a little heat resist, ice cream gives you some cold resist, stuff like that.
side note : if you want to make chef permanently relevant, just make food change the sound of your farts.
different foods and processes do varying amounts of +/- on pitch, volume, duration, echo, etc.
turn chef into a research post where nerds spend all round optimizing the sandwich-fry-cake cycle with the best produce to min-max the ultimate station-shattering toot.
1,000,000 bonus points if there's secret recipies to get VOX-farts
Allow characters to have a favorite food that is set on their character sheet. When they eat their favorite foods there is some kind of buff. or it gives twice the effect the food would normally have if it wasn't their favorite.
Buffs should probably only last a few minutes so that people have to come back and the chef stays busy.
Really good food buffs should have some negative effect as well. Like maybe you want food poisoning if you get a stamina buff or whatever.
(01-18-2018, 08:12 AM)Frank_Stein Wrote: Personally, I've always thought that stamina was something that burned up too quickly
Maybe this is a little convoluted, but what if there were essentially two stamina bars? One would be similar to the current one, and a second that's more of a long term thing that depletes as the first bar refills itself.
The first bar getting low would be akin to getting winded doing physical activity, while the second is closer to physical exhaustion.
In situations where the first bar is used up, you could push yourself further by expending the second at a faster rate then letting the first bar refills itself.
Both bars would refill automatically, but food increases the rate of the second bar, while drugs and mutations the first
Continuing to sprint with no stamina builds up negative stamina and "Fatigue" which after a certain threshold causes a slow/drowsy effect scaling with the amount built up until the player eats/drinks or waits/sleeps it off.
Replace the minor healing from food with a slow heal over time similar to ephedrine.
(01-18-2018, 08:12 AM)Frank_Stein Wrote: Personally, I've always thought that stamina was something that burned up too quickly
Maybe this is a little convoluted, but what if there were essentially two stamina bars? One would be similar to the current one, and a second that's more of a long term thing that depletes as the first bar refills itself.
The first bar getting low would be akin to getting winded doing physical activity, while the second is closer to physical exhaustion.
In situations where the first bar is used up, you could push yourself further by expending the second at a faster rate then letting the first bar refills itself.
Both bars would refill automatically, but food increases the rate of the second bar, while drugs and mutations the first
Continuing to sprint with no stamina builds up negative stamina and "Fatigue" which after a certain threshold causes a slow/drowsy effect scaling with the amount built up until the player eats/drinks or waits/sleeps it off.
Replace the minor healing from food with a slow heal over time similar to ephedrine.
Actually, that seems kinda cool, like maybe if you sprint in a certain intent you can go past your stamina and start taking OXY damage, and start stacking LOSEBREATH on top of it. I'm fat.
Giving food buffs based on ingredients & quality could make chefs and botanists more valuable to the crew which is definitely a good thing.
In regards to making cooking more engaging, I'd love to see a system that encourages experimentation. For example giving food flavours. Mixing certain flavours produce more or less appetising meals which in turn can benefit/worsen the effects it provides (I've just realised this is chemistry but with flavours). Other than that streamlining the cooking process would be great - especially if you have 15+ mouths to feed. As a sidenote letting foods be served on a plate to create unique dishes (say a main course) could be kinda neat and also gives plates a purpose greater than glorified skullcracker.
About stamina, I agree it needs some refinement although it's such a massive part of the game it belongs in it's own thread. Thoughts?
yeah the goal is to have food be something everyone might want, but nobody NEEDS, so bonuses to stuff would be cool as well as restoring stamina/health/whatever