Spoiling food.

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catpurr
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Spoiling food.

Postby catpurr » Mon Aug 31, 2009 7:04 pm

Make food spoil after a while.

Foods spoiling time is a new variable to each kind of food.

Fresh meat spoils quickly, cooked meat holds much longer. Salted much much much longer. Carrots are so so. Sushi spoils in almost no time.
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theguy
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Postby theguy » Mon Aug 31, 2009 7:15 pm

Yeah I mean raw meat lying around in storage for ages must have something bad happen to it.
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Doug R.
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Postby Doug R. » Mon Aug 31, 2009 7:37 pm

Storage would have to be reworked in order for stuff like this to happen, to allow for durability. There's been some suggestions towards increased container use in the staff forum, but no definite plans.

Keep in mind that making stored food spoil will increase the amount of necessary character work tremendously, and busy work is generally frowned upon by the majority of players.
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Arlequin
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Postby Arlequin » Mon Aug 31, 2009 7:58 pm

Doug R. wrote:will increase


Not true. Players already "overwork" a lot harvesting food. If the change isn't too extreme, they won't starve working still the same.

There's some margin between making storage unprofitable over time and making it a life threat.
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Postby catpurr » Mon Aug 31, 2009 8:17 pm

To explicate the suggestion and to improve on this radical rotton/fresh barrier.

* Every harvested food has a decayed value from 0...100
* Every harvested food slowly increased its decayed rate. Some foods faster/slower than others.
* Once a food hit 100% decayness its amount starts to decrease.
* The exact decayed value is invisibile. A few adjectives give hints like "fresh, greasy, smelly, disgusting".
* Cooking things radically improves the current decay value (since bacteria gets destroyed)
* Eating decayed food has a %-chance to "poision", that is to reduce health. (healing foods strength will first be reduced until it becomes negative, ourishing food will nevertheless nourish altough negative impact on health)

Thats it.
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SekoETC
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Postby SekoETC » Mon Aug 31, 2009 8:30 pm

Stuff like vegetables would stay good at least a year, but generally non-preserved stuff should spoil in less than a year. The fastest things to spoil should still stay good for at least one day to give people a chance, but people would need to develop new methods for trading and processing food that's quick to spoil, like letting people eat something and discuss payment later, or only go fishing once an agreement has been reached.

There could be freezers and refrigerators using propane for fuel, and it would also be interesting if ice became a resource in certain locations (for example all those empty tundras) and it would also deteriorate rather fast but enable keeping foods cold. People might have to use fast vehicles to transport it to avoid losing great parts of it due to melting on the road. If the deterioration speed was fast enough, it simply wouldn't work out without cars, restricting it to wealthy people (or ones already living in cold locations).
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Elros
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Postby Elros » Mon Aug 31, 2009 8:30 pm

Most players as well as myself agree that you should not have to be working all of the time just to survive. There needs to be time to achieve other goals rather than having to work all of the time just to feed yourself. making food that is in storages rot would just make it even more time-consuming for characters to get anything done besides stay live.
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Elros
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Postby Elros » Mon Aug 31, 2009 8:32 pm

SekoETC wrote:Stuff like vegetables would stay good at least a year, but generally non-preserved stuff should spoil in less than a year. The fastest things to spoil should still stay good for at least one day to give people a chance, but people would need to develop new methods for trading and processing food that's quick to spoil, like letting people eat something and discuss payment later, or only go fishing once an agreement has been reached.

There could be freezers and refrigerators using propane for fuel, and it would also be interesting if ice became a resource in certain locations (for example all those empty tundras) and it would also deteriorate rather fast but enable keeping foods cold. People might have to use fast vehicles to transport it to avoid losing great parts of it due to melting on the road. If the deterioration speed was fast enough, it simply wouldn't work out without cars, restricting it to wealthy people (or ones already living in cold locations).


Err... this proves the point I am trying to make. That is way to much work and time to put your character through just to be able to eat and stay alive.
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catpurr
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Postby catpurr » Mon Aug 31, 2009 8:34 pm

Elros wrote:Most players as well as myself agree that you should not have to be working all of the time just to survive. There needs to be time to achieve other goals rather than having to work all of the time just to feed yourself. making food that is in storages rot would just make it even more time-consuming for characters to get anything done besides stay live.


You will hardly have to work more. Since you will not earn less from harvest or eat more. You will just have not to make (like currently) first hugh amounts of foods and then eat years from it, instead just get new fresh food every week or then.
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Postby catpurr » Mon Aug 31, 2009 8:35 pm

Food one takes on long travels (over seas) should be conserved. Like with salt.
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SekoETC
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Postby SekoETC » Mon Aug 31, 2009 8:49 pm

People could eat raw vegetables or make salted or dry food, but if they wanted to make fancier stuff like ice cream last then they'd need cold storage. Also if regular food like cooked meat spoiled fast, it would make more sense to have someone serving as a cook, someone who could make a small project each day to produce enough food to feed the whole town for a day, then hand it out to people. If certain foods spoiled fast without advanced storage then production times could also be made shorter because there would be no need to fear a power imbalance because the food couldn't be stockpiled. Although people might argue that working for an hour or working for a day makes no difference if you only have time to log in once a day, but there are many players who spend the whole day checking Cantr every once in a while, and it would be better for them if for example it didn't take a whole bloody day to cook one egg. Cantreality...
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Postby Piscator » Mon Aug 31, 2009 9:04 pm

Wait a minute... wouldn't that imply that you could have multiple piles of carrots in your inventory in various degrees of decay?
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Money
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Postby Money » Mon Aug 31, 2009 9:20 pm

this seems rather complicated....
catpurr
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Postby catpurr » Mon Aug 31, 2009 9:37 pm

Piscator wrote:Wait a minute... wouldn't that imply that you could have multiple piles of carrots in your inventory in various degrees of decay?


Ummm... Yes. ...
catpurr
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Postby catpurr » Mon Aug 31, 2009 9:39 pm

SekoETC wrote:People could eat raw vegetables or make salted or dry food, but if they wanted to make fancier stuff like ice cream last then they'd need cold storage. Also if regular food like cooked meat spoiled fast, it would make more sense to have someone serving as a cook, someone who could make a small project each day to produce enough food to feed the whole town for a day, then hand it out to people. If certain foods spoiled fast without advanced storage then production times could also be made shorter because there would be no need to fear a power imbalance because the food couldn't be stockpiled. Although people might argue that working for an hour or working for a day makes no difference if you only have time to log in once a day, but there are many players who spend the whole day checking Cantr every once in a while, and it would be better for them if for example it didn't take a whole bloody day to cook one egg. Cantreality...


Cooked meat should last a few cantr days/weeks. Salted meat/jerky should last for months/years.

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