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Food effects

Posted: Sun Dec 03, 2017 3:36 am
by Solosite
Apologies if this was already suggested.

It would be nice if there was some simple added effects to the food you eat making the healthier more nutritious food give more benefits while the low end food while keeping you alive has some negative side effects. This along with your hunger level could lead to more meaningful game play as players attempt to combine all food types together for max nutrition/effects. Along with this I would suggest just like other crafting skills the level of the cook should add to the effects of food be it good for high skill or lowering the effects for an unskilled chef.

Re: Food effects

Posted: Wed Dec 06, 2017 8:49 pm
by swillo
I always like the idea of more food options. One I'm particularly interested in would be raw fish and riceweed to make sushi.
But the cooking stat already affects the speed that you make the food. I'm not sure making it more nutritious is a good idea, because then if you don't have a good cook it makes hunger even harder to manage. Meaning not only do you take longer to make the food, but it's not as nourishing so you have to make more sooner.
I would be interested in a bonus that the higher the stat the less resources it takes to make the same thing, or some more advanced recipes are only makeable by someone who knows what they are doing.

And I'm still waiting for the butter so we can have king crap meat!

Re: Food effects

Posted: Thu Dec 07, 2017 7:22 pm
by Sol Lignum
I'm thinking of buffing the exp gain ratio with good food from good cook when hunger is above certain level.

Let's say, top tier food like meatwrap or gohan or foodcube and ofc rare ration pack would give you x0.1 in all the skillgains if it has been cooked by a 95+ level chef and if the hunger is above 75% (half of green bar hasn't yet been eaten away). Delicious nutricious food, full belly, happy team, training goes faster.

While level 10+ cook will only give x0.01 buff to their meals. With x0.02 for lvl20+, x0.03 for lvl30+, and so on, you get the idea.

At the same time, eating foul meat or spoilt food would simply give the character 50% of their's stomach health in blunt damage. Does it sound cool or what? :)

Re: Food effects

Posted: Sat Dec 09, 2017 10:45 pm
by Sziklamester
Or the foods have different status effects which can boost your person or just simply reduce the hunger or add some boost. Also interesting ideas.

Re: Food effects

Posted: Fri Dec 15, 2017 9:10 pm
by TheShiff
I would expand on this. Granted, this might be difficult considering the mature nature of the subject matter, but considering it's already alluded to in-game I don't see why not: Hashish and other medicines/drugs.

It kinda feels like they exist solely to be traded as contraband in faction territories, but why not include their use as a consumable item? I could see "hash dens" in cities being run by the local thieves/ninja faction, and definitely in the swamper territories. Maybe cause it to give a small boost to resting recovery speed, but at the cost of a temporary penalty to your combat stats to represent the intoxication.

You could do this for all the consumables, in fact. Sake, Grog and other alcohols might reduce your dexterity and all weapon skills but buffs your strength and toughness, making it useful for tanks potentially. You could also include genuine medicines that aid recovery speed for injury, like poultices, salves or tonics made from certain herbal remedies.

(Naturally it would be awesome to have accompanying animations, like sitting around a table drinking from pint cups or lounging about with pipes)