05-02-2016, 08:57 AM
(This post was last modified: 05-02-2016, 12:16 PM by Sundance. Edited 2 times in total.)
Background:
So there was talk about incorporating foods into the game (meaning chef and botany isn't just a complex gimmick) to actually be useful back in 2013 where alot of interesting ideas were hashed out but unfortunately nothing came of it.
For those interested giving it a read, here's the thread: http://forum.ss13.co/showthread.php?tid=814
Mozi posted a link within this thread outline his idea of favorite foods: http://pastebin.com/6TB1sNVW
(Lets keep the discussion on this idea rather than those links though, as it that would make things a bit messy)
Concept:
My idea builds upon Mozi's idea, which avoids the hunger system entirely. However, I feel health buffs are missing the mark. If people want health buffs, they'd just carry around a medkit which would be far more effective. Instead my idea is that it buffs you to make you better at your job (see buffs below), but balanced in that it's "hey this is useful" rather than "hey that's an unfair advantage"
So what's the general gist?
-Every round the chef spawns with a leather book in his bag titled "today's menu"
-The "menu" is the current manifest, but with the addendum stating each crews favorite food.
-You can check your personal favorite food on the "notes"
-The favorite food is randomized every round. Some may require assistance from botany.
-The chef can cook and then pda/ yell on the radio/ or announce food on a prompter similar to QM/Bridge/etc.
-Eating your favorite food gives you a minor (albeit useful) buff (similar to genetics) that lasts ~20 minutes before wearing off.
-The buff is visible as an icon beside your health
The Buffs
Please target your suggestions/improvements/angst at these buffs if anything. A lot of buffs i'm still thinking about how to balance them, or change them entirely. Remember that alot of these buffs can be done already (and more effectively) with drugs, genetic/robotic enhancements, etc.
The buffs are job specific, but sometimes the buffs incorporate a bunch of jobs.
Barman, Liquid Gold: Alcohol now acts as a purge similar to Calomel but for less poison damage. Does not purge ethanol however, meaning you'll still get drunk (and poisoned from drink if you drink too much)
Clown, Jesters Boon: Reduces (but does not eliminate) the clumsiness of being a clown.
Engineering/Mechanics/CE, Swelter Shelter: Gives a small buff against burn damage.
Medical Doctor/Director/Roboticist, Black Jack: Gives a small buff against bleeding damage, reduces the amount of bleeding damage done on the medical table.
Mining, Geology Expert: Gives Miners the geology scanner ability by simply examining the rock.
Security/HoS, Combat ready: Gives a small boost to stamina, decreases time to cuff and (possibly) strip a player.
Detective, Carbonated lungs: No addiction against smoking. Blows significant smoke in players eyes, resulting in a short blinding.
Scientist/RD, Chemically Cushioned: Reduces toxin damage. Will not however, reduce the side effects of various poisons.
Staff assistant, Expendable Nobody: Increases running speed to a minor degree.
Captain, Fat bastard: Gives a buff against both burn and brute damage, however with the downside that the captain will become addicted to his favorite food, and will require to eat every ten minutes lest the addictions symptoms kick in. May result in obesity depending on food.
HoP, Corporate cognition: Allows the HoP to view, by observing what previous job (if any) the player had. So if a player had some personal job in the ID, he'd be able to tell by looking what the job the player spawned on as.
Genetics, Genetic suppressant: Turns off one negative random mutation without resulting in genetic destabilization. Will turn back on the mutation when wears off.
Janitor, Elbow Grease: Mopping speed is increased significantly.
Chaplain, Illuminated Touch: Increases/deceases healing/brain damage done by bible.
Botany, Green lungs: Reduces oxy damage + increases quality of crops, so long as there is cannabis in the system
Gimmick Job, Random: Rolls a chance of getting any of these buffs when choosing to a gimmick job.
So there was talk about incorporating foods into the game (meaning chef and botany isn't just a complex gimmick) to actually be useful back in 2013 where alot of interesting ideas were hashed out but unfortunately nothing came of it.
For those interested giving it a read, here's the thread: http://forum.ss13.co/showthread.php?tid=814
Mozi posted a link within this thread outline his idea of favorite foods: http://pastebin.com/6TB1sNVW
(Lets keep the discussion on this idea rather than those links though, as it that would make things a bit messy)
Concept:
My idea builds upon Mozi's idea, which avoids the hunger system entirely. However, I feel health buffs are missing the mark. If people want health buffs, they'd just carry around a medkit which would be far more effective. Instead my idea is that it buffs you to make you better at your job (see buffs below), but balanced in that it's "hey this is useful" rather than "hey that's an unfair advantage"
So what's the general gist?
-Every round the chef spawns with a leather book in his bag titled "today's menu"
-The "menu" is the current manifest, but with the addendum stating each crews favorite food.
-You can check your personal favorite food on the "notes"
-The favorite food is randomized every round. Some may require assistance from botany.
-The chef can cook and then pda/ yell on the radio/ or announce food on a prompter similar to QM/Bridge/etc.
-Eating your favorite food gives you a minor (albeit useful) buff (similar to genetics) that lasts ~20 minutes before wearing off.
-The buff is visible as an icon beside your health
The Buffs
Please target your suggestions/improvements/angst at these buffs if anything. A lot of buffs i'm still thinking about how to balance them, or change them entirely. Remember that alot of these buffs can be done already (and more effectively) with drugs, genetic/robotic enhancements, etc.
The buffs are job specific, but sometimes the buffs incorporate a bunch of jobs.
Barman, Liquid Gold: Alcohol now acts as a purge similar to Calomel but for less poison damage. Does not purge ethanol however, meaning you'll still get drunk (and poisoned from drink if you drink too much)
Clown, Jesters Boon: Reduces (but does not eliminate) the clumsiness of being a clown.
Engineering/Mechanics/CE, Swelter Shelter: Gives a small buff against burn damage.
Medical Doctor/Director/Roboticist, Black Jack: Gives a small buff against bleeding damage, reduces the amount of bleeding damage done on the medical table.
Mining, Geology Expert: Gives Miners the geology scanner ability by simply examining the rock.
Security/HoS, Combat ready: Gives a small boost to stamina, decreases time to cuff and (possibly) strip a player.
Detective, Carbonated lungs: No addiction against smoking. Blows significant smoke in players eyes, resulting in a short blinding.
Scientist/RD, Chemically Cushioned: Reduces toxin damage. Will not however, reduce the side effects of various poisons.
Staff assistant, Expendable Nobody: Increases running speed to a minor degree.
Captain, Fat bastard: Gives a buff against both burn and brute damage, however with the downside that the captain will become addicted to his favorite food, and will require to eat every ten minutes lest the addictions symptoms kick in. May result in obesity depending on food.
HoP, Corporate cognition: Allows the HoP to view, by observing what previous job (if any) the player had. So if a player had some personal job in the ID, he'd be able to tell by looking what the job the player spawned on as.
Genetics, Genetic suppressant: Turns off one negative random mutation without resulting in genetic destabilization. Will turn back on the mutation when wears off.
Janitor, Elbow Grease: Mopping speed is increased significantly.
Chaplain, Illuminated Touch: Increases/deceases healing/brain damage done by bible.
Botany, Green lungs: Reduces oxy damage + increases quality of crops, so long as there is cannabis in the system
Gimmick Job, Random: Rolls a chance of getting any of these buffs when choosing to a gimmick job.