Dimpy
New member
(Originally posted under the title "More nuanced consumables")
I like the idea of playing in a world where everything you can do has the potential to help or hinder you, depending on the situation, because it mirrors reality and makes more interesting gameplay choices. I thought I'd throw some suggestions out in that line of thinking, specifically with respect to consumables.
I'm going to refer to "energy" a lot in this; what I mean when I say that is "how energized the player's character feels". As of A16, this is manifested in terms of increases/decreases in stamina regeneration rate (Not biologically accurate, but that's for another thread).
Anyway, here are the suggestions in bullet-point form:
-Wellness-increasing foods decrease energy for a short while while you digest them.
-Certain consumables (painkillers, caffeine, alcohol) used over a long span of time lead to addiction/tolerance, reducing their effectiveness and causing energy-lowering withdrawal symptoms.
-Sugary foods can provide a sugar rush.
-Energy-increasing buffs have an associated crash later.
*akin to alcohol's hangover.
-Negative effects of eating unclean food are reduced when at zero fullness.
*Maybe a buyable perk or the A17 equivalent.
-Extra positive effects from eating healthy food when at high fullness.
-Having too much energy leads to a loss in dexterity from jitteryness.
I like the idea of playing in a world where everything you can do has the potential to help or hinder you, depending on the situation, because it mirrors reality and makes more interesting gameplay choices. I thought I'd throw some suggestions out in that line of thinking, specifically with respect to consumables.
I'm going to refer to "energy" a lot in this; what I mean when I say that is "how energized the player's character feels". As of A16, this is manifested in terms of increases/decreases in stamina regeneration rate (Not biologically accurate, but that's for another thread).
Anyway, here are the suggestions in bullet-point form:
-Wellness-increasing foods decrease energy for a short while while you digest them.
-Certain consumables (painkillers, caffeine, alcohol) used over a long span of time lead to addiction/tolerance, reducing their effectiveness and causing energy-lowering withdrawal symptoms.
-Sugary foods can provide a sugar rush.
-Energy-increasing buffs have an associated crash later.
*akin to alcohol's hangover.
-Negative effects of eating unclean food are reduced when at zero fullness.
*Maybe a buyable perk or the A17 equivalent.
-Extra positive effects from eating healthy food when at high fullness.
-Having too much energy leads to a loss in dexterity from jitteryness.
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