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Messages - Warbot

#31
Ideas and suggestions / do you even lift?!
October 13, 2018, 12:27:20 PM
Well, looks like you don't!  ;D

But it's not your fault, it's just that nothing is lift-able in CryoFall.

Whereas I say you should be able to lift certain things like chests and other light objects,
probably not an oil refinery but well... re-arranging stuff without having to destroy everything would be nice.
And "salvaging" stuff to get the materials back would be bad for various reasons,

so why not be able to just lift a few things?
#32
Freezers are actually a nice idea, and to balance it with fridges, in a way that it is not simply "fridge <<< freezer" it could go like this:

- Freezer, comes in 3 stages or settings (could be configured on the freezer, could be 3 different freezers)
- there are 3 "frozen" states for food, equaling the common 1-3 stars "*", "**", "***" found on freezers
- food spoils progressively slower in these 3 frozen states
- when put into a freezer, the food takes a couple of seconds/minutes to reach "*" and following "frozen" states,
up to the max of that the fridge
- the lower the temperature ("***") the freezer is set to, the faster food freezes
- "*" could be relatively fast to freeze/unfreeze, "**" and "***" could take considerably longer and have a much higher effect
- ofc, food also takes time to un-freeze and may or may not be edible when frozen, though it would be certainly bad to do so :D

This would allow longer term storage for food or valuable spoilable objects.
Having different freezers (or differntly configured freezers) would allow you to, for instance:
...take some things you want to use tomorrow or later today from the "***" into the "*" (or a fridge) so you can use (fully unfreeze) them faster, yet they stay somewhat frozen until then.

In retrospective, 3 freezers might be overkill, though I like the idea of 3 stars ("*" to "***"), so it could just as well be only 2 freezers or freezer settings ("*" and "***") with the middle one ("**") only existing as transition state for the food.


Optionally:
Microwave to fast-unfreeze stuff :D (may have side effects on the food, depending on what it is, and how fast you unfreeze it)

Additionally:
Means to long term store "edible" ingredients like sugar.
There could be a recipe to preserve it, or just a proper container.

+ This game needs more and easier ways to interact with containers (I mean inventory items, not buildings), like,
is there even a way to empty a bottle of stale water as you just came home and you don't need it anymore as you have your well there,
instead of boiling it just to get rid of it?
And how do I fill more oil into an oil lamp? Using it only fills it once and only if it is empty.




[edit:]
I know it's a delicate thing to balance between "spoils too fast" and "basically lasts forever",
in addition to "convenient / no extra work required" and "work / micro-manage yourself to death with it",
and also "easy to survive" vs "hard to even get enough to eat" plus the difference of early game and endgame,
and then add realism to the mix... :D

What I see as a problem is, that you need to eat too frequently, which is ok judging by the ingame day/time,
but maybe too frequently for making it fun and meaningful.
So, how to solve that?
Add another bar! ...yea, more complexity, but not too hard really!
And, the food bar in general should "feel" bigger, meaning it decays slower and the food gives less (equaling out, maybe a bit more food needed).

So it would be either 1 or 2.

1.:
- make the food bar "bigger" (same length, but decays slower, and food adds less)
- make it separated into 3-4 parts
- letting it empty into the lower parts has slight but not yet severe effects
- severe effects only if empty or near empty

2.: (preferred)
- also "bigger" food bar as describe in (1.) but without separated parts
- additional bar "fat layer"
- shrinks when food bar is empty or very low
- grows when food bar is full or near full
- only has negative effects if the "fat layer" is empty or near empty
- when food bar is low/empty, eating a little bit (berries and the like) will temporarily stop the "fat layer" from going lower

But for what, you ask?!

=> eat less often, without losing on realism
=> prepare good food to eat good stuff every once in a while, instead of eating low tier food frequently
=> provide reason to prepare and use good food
=> while preserving the possibility to survive on low tier food (new players)
=> food-tech progression brings a feeling of satisfaction and convenience in form of less total time for preparing and eating food

As a practical example how I'd imagine food:
(with the afore mentioned "fat layer", and a food bar basically holding ~2 times the amount it has now,
and a "good meal" only being necessary if it's really low)

Going out and collecting all the stuff while doing your things...

- (new and advanced players) Eating berries as you go to further delay the need for a good meal (optional),
unlike now where eating the berries alone will keep your food bar topped.

- (advanced players) Instead of harvesting and eating the berries all the time, have some slow-spoiling prepared food with you.

- (new player) Resting every once in a while, either make a fire or go home to cook your mushrooms and maybe some meat/eggs and such for an actual meal.

- (advanced player) Get home and eat some of your advanced food out of your stock, or use some prepared and slow-spoiling food without the need to get back home and/or start cooking.



Sorry for the long post!
I know it sounds like much, but in the end it should just be:
- less work for advanced players
- reason to use better food
- more "survival" feeling for new players