Vitatroll Wrote:Needs don't really translate that well to 1 hour shifts. If it affects the game so little, why even have it?
Boosts are the way to go. Whether they be Stamina/Health/Speed boosts or MyFartsAreLoud boosts.
This is would be my main response to Mordent's post.
There are.. problems... with how motives are implemented, that borders on trivial (environment) to thirst (oh fuck I instantly died from dehydration?), and these problems would be magnified if brought over to LLJK 2.
Without straying from my original point, I'll break it down methods of implementation of
food ranging from "no pls" to "nice"
No Pls: Motives as they currently are.
- The timing of motives does not suit #2 in any shape or form, arguably it doesn't even suit #1. By the time they get any indication, the shuttle has already been called.
- It does not encourage players to play chef, nor botany,
which is my main reasoning. Instead, players run up to vending machines and just chow down on snacks, bypassing both the chef and botany.
- It is borderline trivial in its punishment, which on #2 would just spam the message box, something that we've been trying to cut down on.
Nope: Motives, but toned down
- This literally has the same problems as above, only increasing the trivialness by a factor of x10. I cannot stress this enough, the problem is food needs
use not that lack of food needs a punishment.
Meh: Increasing the treshold + food healing factor, even so far as removing it + giving more existing chems in foods.
- This has been suggested before. Basically it was suggested that the damage threshold ("
you are too damaged to heal yourself from food!" - message) is removed entirely, meaning that you'd be able eat yourself silly to put yourself outta crit. Now it's a funny image watching a clown suffering from a heart attack chowing down everything on the bar table, but it just seems like such a boring solution to what could
so much better.
- Adding in more existing chemicals basically puts chef/botany in the "Chemistry, but everything you can do they can do better" side of things. It shoves chef/botany into a corner of obscurity which is overshadowed by science. This is the defination of meh.
Not bad: Adding in new chems to foods, having chems unique only to food.
- This was suggested by Frank if I recall. Basically stuff like "Calcium/Iron" and "Carbs" are chems produced in foods and provide bonuses according to the chem, such as carbs acting like a slow stim.
- This is a
VAST improvement to the above.
- My problem with this is having to go through every food and checking what food chemistry needs what. I fear these type of effects might be trivial, and would not encourage the chef to go more complicated route. I also fear that chemnerds might game the system, but if there was good discussion regarding what goes where and how to limit chemnerds, then I would gladly move this to "nice"
Nice: Foods provide unique bioeffects (see genetics, but timed). More complicated dishes = better bioeffects
- Basically the above but instead of using chemistry, it uses the bioeffects that genetics use.
- This would encourage chef/botany to grow interesting things, make interesting foods (all those interesting sprites/code done by Flourish, Gannets, etc which basically have gone unnoticed would now have new cool effects)
- It can not only provide passive buffs, but could provide active abilities as well. This is something chemistry cannot do. What does that entail? Literally of the top of my head, something that would be "farty" (like refried beans, egg sandwich, etc) could provide a "fart" buff, which is the exact same as Jumpy, only you fart to propell yourself forward. Again the fart buff is timed, meaning this ability would go after X amount of time, meaning you'd have to eat again to regain the ability.
- Minor junk food could still provide buffs, but they'd be just be "ok" in comparison to what the chef could make.
Yes this is an effortpost and a half, and heck it's not really part of the thread but I'll be damned if I repeat myself again whenever food and how to impliment it is questioned.