khzmusik
Well-known member
OK, I'll play. (All of this, obviously, is IMHO.)
I think the best ideas put forth so far are:
I expect all of these would be mods, but hopefully TFP can make it possible to do this without .dll changes.
You'd have to make some other item to craft purified water, like a water filter or water purification tablets, and it would require boiled water.
This should all be possible using XML. You could use one of the existing icons for the tablets, and there's that new lootable "mini chem station" (I forget its name) that you could use for the craftable water filter.
On the other hand, if it is implemented in the AI now, then we'd just need a way to hook up the animal behavior to that AI. And if we can do that... then we can mod in bandits too, so it would be good news.
There would be a lot of problems if you mean the latter. First, obviously, it wouldn't work for multiplayer. Second, it would be miserable even in single player. I don't want to wait for an entire new RWG world to generate every time I die. Especially since dying happens most often in early game, when you haven't even had a chance to explore this new world that was just made.
If it's only the character, then there are other problems. On MP servers, it would reset your level but not the gamestage, meaning you'd be facing irradiated cops and wights with no perks, buffs, or abilities to craft advanced weapons. (Not to mention other players in PvP.)
Resetting the gamestage might work for SP games, but TFP have been moving away from the SP/MP distinction, and I doubt they'd be interested in putting in any major SP-only features. This doesn't seem like something that could be easily modded either.
Plus, whether SP or MP, you'd also leave behind all your old stuff - your base, your farm, your stores of food and weapons, etc. So you wouldn't really be starting over anyway.
I'm not saying it's a bad idea. The reason I'm bringing up all these problems, is because I'd like something like that myself. I just haven't figured out any solutions to these problems.
I agree with this, but since food spoilage is not happening in vanilla (for reasons I won't argue against), another system would have to be considered. Plus, in general, it would be good if you had a reason to cook more than just the "best" food available. (Right now that's bacon and eggs early game, meat stew late game.)Player vs hunger
Too quickly resolved. Food should be resolvable so that you aren’t fighting it the entire game but there should be some progression to successful food preservation.
I think the best ideas put forth so far are:
- per-biome crop diversity - certain crops need to grow in specific biomes (the way they do "naturally" now)
- temperature-based crop failure
- a timer on (non-canned) food that raises the chance of food poisoning
I expect all of these would be mods, but hopefully TFP can make it possible to do this without .dll changes.
One solution: change "bottled water" to "boiled water," and make a new item called "purified water." Give boiled water a percent chance of giving you food poisoning. It should be better than murky water (which should be close to 100%) but not insignificant.Player vs thirst
Way too quickly resolved. We should be drinking murky and radiated water at first and dealing with the consequences. 100% pure water should take some progression to achieve. Simply boiling water or snow in a can or pot shouldn’t give us 100% pure water.
You'd have to make some other item to craft purified water, like a water filter or water purification tablets, and it would require boiled water.
This should all be possible using XML. You could use one of the existing icons for the tablets, and there's that new lootable "mini chem station" (I forget its name) that you could use for the craftable water filter.
I don't think "fleeing after damage" is in any AI yet, is it? If not, we'd have to wait until TFP put in that AI option. They've only mentioned this when talking about bandits, so I don't know if it would be soon.Player vs wildlife
Good. I’d like to see the aggressive non-zombie animals flee after being wounded to a certain point so it’s not just meals on wheels. Go hunt that wounded bear down.
On the other hand, if it is implemented in the AI now, then we'd just need a way to hook up the animal behavior to that AI. And if we can do that... then we can mod in bandits too, so it would be good news.
When you die, do you lose your character, or the world?Death Penalty
Really just needs a death is death option. In a survival game dying should be that you lost that game. Having it be player choice is not as thrilling as knowing the save will be deleted if you die no matter what.
There would be a lot of problems if you mean the latter. First, obviously, it wouldn't work for multiplayer. Second, it would be miserable even in single player. I don't want to wait for an entire new RWG world to generate every time I die. Especially since dying happens most often in early game, when you haven't even had a chance to explore this new world that was just made.
If it's only the character, then there are other problems. On MP servers, it would reset your level but not the gamestage, meaning you'd be facing irradiated cops and wights with no perks, buffs, or abilities to craft advanced weapons. (Not to mention other players in PvP.)
Resetting the gamestage might work for SP games, but TFP have been moving away from the SP/MP distinction, and I doubt they'd be interested in putting in any major SP-only features. This doesn't seem like something that could be easily modded either.
Plus, whether SP or MP, you'd also leave behind all your old stuff - your base, your farm, your stores of food and weapons, etc. So you wouldn't really be starting over anyway.
I'm not saying it's a bad idea. The reason I'm bringing up all these problems, is because I'd like something like that myself. I just haven't figured out any solutions to these problems.