Suggestion on feeding & health

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BlueNine
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Joined: Fri Oct 21, 2005 4:52 pm
Location: Essex, England

Postby BlueNine » Thu Oct 19, 2006 12:35 am

I like this idea, gives a little more depth to the whole food industry (imagine some traders grabbing some of every food to make them uber-buff!) and I think it balances combat a bit.

What Marian said about in a 1v1 fight the more skilled ALWAYS winning wouldn't be true if the less skilled opponent had a varied diet before the fight (so his health was say 130) and the more skilled fighter just hand a bag full of potatoes (so he'd be at 90...making the battle more even)

Although 2v1 fights would be pretty obvious that the 2 would win...but thats whats to be expected, with the current system one awkward fighter unarmed could eventually kill 2 expert fighters with crossbows if he had enough onions and they had none which I think is pretty stupid.
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Sicofonte
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Postby Sicofonte » Thu Oct 19, 2006 12:51 pm

Marian wrote:there should be even more ways to heal, not less...projects, furniture, medicine, all of that shoudl have different effects. That would make for this variety you're saying you want.

I would like to see medicine men, you know, able to use their mixtures on the wounds. But no way if you can just eat some nuts and forget it.

Anthony Roberts wrote:It just makes sense to raise health, but don't lower it. Or even only lower it if you're above 100 units or percent (I think this is what you said? I didn't quite understand your point, though.)

Exactly. A health of 100 points would be the minimun for unharmed chars. A health of... 150? would be the maximum for unharmed and wellnousrished people, those that eat at least... 5? kinds of food.

Anthony Roberts wrote:So then, why not spice up the idea a bit? Make it so that you can use 'x' grams of healing foods based on the amount of sickness or injuries you have (Example: You can use enough healing foods to bring you up only 50% of your total health. So if you're at 50% health, you can eat enough to get to 75%)

I like it. The raw, healing foods would be able to heal each day up to 25% of the injuries, and no more than 25 points.
More advanced medicines, processed, should be able to heal up to 50%, and a maximum of 50 points, each day.
Healing proyects (first aids using dressing, water and some medecine) would heal up to 100% taking... one day?

There would be a problem: if I'm well-nourished (health 130), someone hits me and I lose 50 points (health 80), and doc comes to me and uses one of that healing projects... finally I'm 100 or 130?
I would vote for 100. After a serious wound it's logical to need long time to recover your tone.
But, if I was 130 and I lose 30, having 100... could I heal me?
This is not so logical, so I'd suggest a more complex alternative: to implement one separated value for the nourishing state (wich varies from 100 to 150 depending only in the feeding, nothing else), behaving as a upper limit for the health (wich depends on wounds, sickness, etc). Then, if you are 130 and lose 40, you could spend some onions to instantly recover 10 (the 25%) reaching health 100, or 110 if you use a truly medecine, or start a healing project to recover all your point in some hours.
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