04-06-2020, 07:17 AM
(This post was last modified: 04-06-2020, 08:09 AM by AwkwardDryad. Edited 3 times in total.)
(04-05-2020, 01:35 PM)zjdtmkhzt Wrote: The kitchen having a shitty little produce machine that can only slowly grow default produce without doing plant modifications sounds like a great idea to me, in order to make some foods more accesible. (Although most of the time I haven't had any trouble getting hydro to make produce for me, they are usually very cooperative.)I love this idea :D It would help clean up the food vendor quite a lot actually...And of course it would give the chef a lot more breathing room to make recipes at roundstart!
(04-05-2020, 01:35 PM)zjdtmkhzt Wrote: Also, in regards to what polivilas mentioned about borgs, I was wondering how witch hazel/mandrake/etc. *harvesting* was going to work with those?It would require some more testing. Mandrakes are a super deep rabbit hole and I'm still working out the interactions and balance, so I haven't done borg integration on it yet, but it's on my testing list.
(Not even sure how it works with other plants right now, I don't exactly play civilian borg a lot.)
(04-05-2020, 01:55 PM)Frank_Stein Wrote: The idea of batch cooking. Instead of making 40 burgers by running 40 flours through the sink and combining them with 40 meats and running them individually through the oven, instead you could cook 40 burger patties in one oven and 40 buns in another and then combine them by hand later.This will be possible, but with a bit of skill required on the part of the chef *wink
(04-05-2020, 01:55 PM)Frank_Stein Wrote: The second is how to deal with mass consumption, and benefits stacking. I think it would make sense to place a cap on how much food was able to be in a stomach at any given time, and require either using a toilet or vomiting to make room for more, which would also purge any existing benefit food was supplying at the moment100% yes.
(04-05-2020, 04:26 PM)Sundance Wrote: The challenge in developing this would be reaching out to those players who otherwise are too busy with the round shenanigans to even bother eating.We're still working on this aspect, but I'll go over the general thought process.
This might be introducing an interesting take on needing food or by introducing benefits to food, that remains to be seen. To be frank, I've was never in the camp of "don't add food needs on goon 2", as to me, the need for food isn't really any different to me than the need for medicine, which the average player would avail of many times throughout a round. If it is engaging, then why the fuss? But a topic for another time..
I also personally wouldn't mind adding food needs to goon 2, but making them a survival necessity that players have to worry about would be a hard no for a lot of players. So I'm thinking something more on the benefits for eating side for 2, but I'd like it to go a little beyond just... food = buffs, because that feels a little too...Combat adventure I guess if it's the only system present. I'd like players to want to eat food, not just from a power standpoint or a need standpoint, but from a genuine enjoyment perspective. Take Deep Rock Galactic beers for instance. Dwarves don't NEED to drink, but sometimes it's genuinely helpful, other times, it's just fun to play around with all the neat effects they can have. This is the direction I personally would like to take food. A nice mix of food = buffs and food = fun (depending on the food).
Another idea I haven't mentioned yet, was perhaps a unique status effect for when you've recently eaten your **favorite food** which would be a thing players can select in player prefs. (I'm not entirely sure if this will be implemented though)
Also Neen on the goon discord mentioned food cravings which would be super neat to see.