Energy foods

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

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wichita
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Energy foods

Postby wichita » Thu Jul 06, 2006 8:51 am

So, we have this idea in RD to introduce foods that restore tiredness. The idea has been churning for...*does a quick forum search*...about a year and a half. http://www.cantr.net/forum/viewtopic.php?t=3720&highlight=tiredness

The obvious downside to this idea is that now, in addition to stockpiling a boatload of onions (with rediculous efficiency), an army could stockpile a ginormous load of energy foods as well and become pretty much irritating to everybody they come across.

The upside to the whole thing is that you could take that tiredness off without having to pause and rest and you can keep working at full efficiency all the time. One guy is dedicated to brewing up coffee and passing it out to the workers is kind of the idea.

So.....I throw this out for mastication by the masses. What do you all think?

Is this a horrible idea that threatens the very balance of the Cantrian space time continuum? Will it throw us all at the mercy of the next Barons or Blackrocks or Karnon Imperial Bureaucracy?

Is it a terrific idea that will save the world as we know it and lead Cantr into a true Utopia?

Or is it just another event of creeping featurism, and you just want the Resources Department to lock the doors and go home for good?
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Pieter de Groote
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Postby Pieter de Groote » Thu Jul 06, 2006 9:31 am

Bad idea.

Currently small groups of pirates can be handled by most towns, but this will change that.

What is this suggestion trying to achieve, except getting more violence in the game? I think most players don't want more of that.
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dryn
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Postby dryn » Thu Jul 06, 2006 10:53 am

If it could be restricted to a 'coffee machine' (or something in similar vein) as opposed to food then you wouldn't have to worry about invincible armies (as much).

Basically you put some fuel in the machine (i.e. coffee beans) which gets consumed to alleviate fatigue.
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Sunni Daez
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Postby Sunni Daez » Thu Jul 06, 2006 11:05 am

Either way has a fault. Although tiredness is a factor, not so much as it has been in the past. The ones it affects the hardest are the pirates and such.. it gives them limitations. Which is a good thing. But, they should also be able to hit more than once or twice... Thing is, no matter what the tiredness level is... they can still only hit once in a day(each person). This would encourage towns to 'stockpile' thier own energy food.... but as for it being coffee..? I have never seen coffee... I have only just recently found ...other things like herbs.. If energy foods are to be introduced, it needs to be a bit more accessable, but not readily...

I am not convinced it is a good thing...
Last edited by Sunni Daez on Thu Jul 06, 2006 11:11 am, edited 1 time in total.
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Solfius
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Postby Solfius » Thu Jul 06, 2006 11:11 am

I undoes one of the reasons we have tiredness in the first place. In fact, the only noticeable effect of tiredness is on combat, but this would cancel that. In all honesty, I don't see the need for it.
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dryn
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Postby dryn » Thu Jul 06, 2006 11:13 am

Well I was only using coffee as an example. Instead of beans you could use spinach and have to put it into a juicer.

But, yes, tiredness is less of a factor for most. But still I would like to see something along these lines implemented.
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Postby Pieter de Groote » Thu Jul 06, 2006 11:15 am

dryn wrote:But still I would like to see something along these lines implemented.


Why?

Could we get some arguments for this suggestion? I don't see any.
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Doug R.
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Postby Doug R. » Thu Jul 06, 2006 12:35 pm

Tiredness really is only a combat-derived problem, so the only reason to implement this is to make combat easier. Is that the goal of this suggestion?
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Solfius
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Postby Solfius » Thu Jul 06, 2006 1:52 pm

Doug R. wrote:Tiredness really is only a combat-derived problem, so the only reason to implement this is to make combat easier. Is that the goal of this suggestion?


But these energy foods could negate the effects of tiredness altogether, so if that is the aim, a better idea is to remove tiredness rather than add something new.
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Postby T-shirt » Thu Jul 06, 2006 2:27 pm

I'm not in favour of energy drinks, but all foods should suffer from decay. Most when raw and left outside. Least when prepared and stored inside. Salted meat would decay far slower then raw meat.

For example:
Meat should be decay at about 60% a day outside, 50% inside.
Cooked meat about 33% outside, 10% inside.

If the arguments not to implement energy food are not heard, then please make it decay at 90 to 100% a day; so to use energy drink you will have to make it (have it made) and drink it when done. That way stockpiling won't be possible..
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Postby tiddy ogg » Thu Jul 06, 2006 3:30 pm

In the words of the o.p. "Creeping featurism."
More complications = steeper learning curve = fewer new players.
If you have to have even more classes of food, then it has to be made clear to new players which is which.
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SCUBA
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Postby SCUBA » Thu Jul 06, 2006 3:42 pm

I think there could and should be energy food. But you can't get completely refreshed by cofee IRL, it can only keep you awake. The same should be with energy food in cantr. It can take you down to 20% tierdness. The rest must be done by resting or normal recovery.

To boost prepered normal food they could have a small energy boost of about 5% when eaten as normal today. If you stay on rice, carrots, potatoes and aspargus etc. Yho will slightly get more tired, a bit more than today. But if you eat good prepared stuff every day tiredness should not be a problem. If it becomes a problem due to fighting or only raw food available, eating energy fodd could solve the big problems, and then resting.
/SCUBA

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Sunni Daez
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Postby Sunni Daez » Thu Jul 06, 2006 4:12 pm

The more I hear discussed, the less I see a benefit... as for removing tiredness, no, I disagree.. that would give all pirates and such the advantage... atleast with energy foods, they would have to aquire them first, to reap the benefit.
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Oasis
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Postby Oasis » Thu Jul 06, 2006 4:13 pm

I think this is a very scary area to venture into, for the reasons stated by others. Thus, a few factors would have to be in place so as not to give pirates/attackers a completely unfair advantage.

*Definitely needs to be processed, and a complicated process would be best

*Having it decay at an extremely fast rate would be necessary, to prevent stockpiling,

*Not using resources that are easily available

*Not being very effective

With so many safeguards in place to make sure we aren't all open to slaughter on a whim, perhaps it's best not to bring them in at all. Though if the second and fourth stipulation are put on them, that might be enough to alleviate the disastrous effect they would have.
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Mykey
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Postby Mykey » Thu Jul 06, 2006 5:43 pm

It is interesting. Tell to me, please - where to me to learn more about it?
Last edited by Mykey on Thu Jan 14, 2010 10:49 am, edited 3 times in total.

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