Foraging

The place to request or suggest new ideas and features.
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Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Thu Apr 21, 2016 9:34 am

I had an idea on how this might work, now that the world is so well vegetated.

What if we had foraging work somewhat like the prospecting skill, but it works with a probability system to determine what plants in the local area might be bearing fruit if any. I think it should be double-checked, and based on probabilities set on each object (plant) type. So the first check would be to determine if any of a particular object type are in season. The second check would come into play if the first check turns up positive, and would do quick checks for each object matching that type again based on its probability. Then the 'alt' key could be used to locate the objects and collect them.

I'm thinking it might also be neat as a way to expand our agricultural system, as some (but not all) foraged items might be gathered and used as materials for a farm plot to cultivate them in one's outpost.

Just some thoughts. I think this could bring in a new dynamic, and some rare and unique forageables would be awesome. All in all I think this would make wilderness survival a lot better in the game, and increase the kinds of stories we can play out in this epic world!

bk3000
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Joined: Sat Feb 25, 2012 7:36 am
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Thu Apr 28, 2016 8:34 pm

Foraging would be a fine idea. It would make for an early game food option, or while on trips to stretch out provisions. I think it fits in well with Kenshi.

Ultimately foraging won't produce much food considering how much time and labor you have to put into it. Farming or hunting are probably much better choices. But I sort of like making you forage, purchase, or steal the initial seeds you need. Seeds won't ever fetch a high price, but you need a good quantity to really be worthwhile.

And as for traveling far from where you started, you may find crops growing or being traded that you can't get where you are from. That in turn could be a good financial opportunity. Those crops aren't worth much locally, but are a rare luxury further away and thus worth more. It might be worth bringing them home to grow and sell the crops or the food produced.

A farm itself would demand many seeds. You would probably need a seedbag to transport a meaningful amount of the seeds though. Farms would also produce seeds of course, so they can sustain themselves and help you start new farms.

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Mattk50
Posts: 1039
Joined: Thu Nov 03, 2011 3:22 pm
Location: A far away land where bug testing is entertainment.

Fri Apr 29, 2016 1:03 am

if foraging is ever implemented i feel like the only place you should be able to survive solely on forageables should be okran's valley or other similarly green area with tons of flora. All other places foraging could just be a way to get seed crop, but the time spent would be made so that your losing nutrition foraging in the middle of the desert unless you manage to start up a real cactus farm.

Berzerker Jay
Posts: 482
Joined: Mon Mar 21, 2016 10:47 pm

Mon May 02, 2016 7:31 am

I think it could go by similar algorithms as other resources like water. A place like Okran's Valley may have a score closer to 100, while out near Waypoint the score might be nearer to 15. I don't think Okran's Valley is the only place it would be sensible to find food, though. Around the Hive I would definitely expect to find decent food resources.

It would be interesting if the tide-line offers some degree of forage up, as well, but that should be very minimal. There's an awful lot of shoreline to forage.

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