Environnemental effects
Posted: Sat Jun 29, 2013 5:44 pm
Hello lofigamers,
As we all know, there'll be some differents kinds of biome on the game. This led me to think about the following suggestion:
Why not including environnemental effects ? I mean, for exemple, in a cold biome, your characters will be slowed down, because of the snow, or the ice they are walking on, and their limbs would be freezings slowly. To counter the freezing, they shall wear warm clothes like animal pelts, etc... You'd need some gloves and shooes to keep your limbs warm and not to loose them because of the cold.
In warmer biomes, like the desert, they'd be slowed by the sand, and easily exausthed, they should put some light clothes, or even no shirt at all to counter the exhaustement from heat, the side effect obviously implying less protection, this way you'd have to choose if your characters are better exhausted and protected, or sharp, fresh, but less protected, etc..
We could then see environemental effects applied on character, depending on the biome you're in, having to choose between protection and effectiveness. It would clearly need new stat attached to armors/clothes like the warmness. You'd need also new stat of exhaustement on each chars (why not the "endurance" stat ?), and prefered kind of biome (some chars would be more effective in warm biomes, which would mean less slowed by sand than snow, etc...)
It will imply more equipement slots, for gauntlets, shoulders, etc..
But the possibility I see with such a system are great. Your nordic squad would be really different from your southern squad for instance, leading your chars to have even more customisation !
We also need cloaks and capes, with factions crest on it, different kind of it, with scrapy ones, silk ones, etc...
While i'm still there, why not also including seasons ? With such a cloth system, a season system would be great.
Everything keeping the current universe and style or clothes/armor of Kenshi
As we all know, there'll be some differents kinds of biome on the game. This led me to think about the following suggestion:
Why not including environnemental effects ? I mean, for exemple, in a cold biome, your characters will be slowed down, because of the snow, or the ice they are walking on, and their limbs would be freezings slowly. To counter the freezing, they shall wear warm clothes like animal pelts, etc... You'd need some gloves and shooes to keep your limbs warm and not to loose them because of the cold.
In warmer biomes, like the desert, they'd be slowed by the sand, and easily exausthed, they should put some light clothes, or even no shirt at all to counter the exhaustement from heat, the side effect obviously implying less protection, this way you'd have to choose if your characters are better exhausted and protected, or sharp, fresh, but less protected, etc..
We could then see environemental effects applied on character, depending on the biome you're in, having to choose between protection and effectiveness. It would clearly need new stat attached to armors/clothes like the warmness. You'd need also new stat of exhaustement on each chars (why not the "endurance" stat ?), and prefered kind of biome (some chars would be more effective in warm biomes, which would mean less slowed by sand than snow, etc...)
It will imply more equipement slots, for gauntlets, shoulders, etc..
But the possibility I see with such a system are great. Your nordic squad would be really different from your southern squad for instance, leading your chars to have even more customisation !
We also need cloaks and capes, with factions crest on it, different kind of it, with scrapy ones, silk ones, etc...
While i'm still there, why not also including seasons ? With such a cloth system, a season system would be great.
Everything keeping the current universe and style or clothes/armor of Kenshi