Rat King
Willard Martyr
- Joined
- Sep 8, 2022
- Messages
- 334
- Thread Author
- #1
Hello you lot. What do you think about keeping hunger & thirst damage enabled as we move out of the Metro event? For those of you who didn't realise, being on 0 hunger and thirst would progressively cause you to lose health. I wanted to know what people thought about leaving it on? Keep in mind I have absolutely no say in the matter, I just wanted to see what the community's thoughts were lol. I've drafted some pros and cons for you to look at.
+ Sense of Combine Control - We want to create an atmosphere that makes players feel like they're being closely observed and controlled without actually stifling roleplay, making ration deductions more impactful helps this. Ration deductions as a result of rebel activity is meant to act as conditioning to make citizens dislike rebel activity, with the threat of hunger & thirst being reintroduced, that conditioning may actually be effective.
+ Rebel Food Drives / Humanitarian aid feels a lot less pointless when the people you're helping are actually in danger of dying from starvation or thirst. Suddenly food drives are less "neat, a free pancake" and more "these people literally saved my life." Lets local groups of slummers work to be actually effective motivators of insurgency just through the feeding of citizens while rations are down.
- Newer, underequipped players are at risk - There is a risk that citizens who struggle to make ends meet could face the death of their character through no fault of their own, simply because rations were closed too often or there were not enough work-shifts. Perhaps there are policies that could be put in place from an OOC perspective to help alleviate this, such as a restriction on the duration of ration downtime?
+ Sense of Combine Control - We want to create an atmosphere that makes players feel like they're being closely observed and controlled without actually stifling roleplay, making ration deductions more impactful helps this. Ration deductions as a result of rebel activity is meant to act as conditioning to make citizens dislike rebel activity, with the threat of hunger & thirst being reintroduced, that conditioning may actually be effective.
+ Rebel Food Drives / Humanitarian aid feels a lot less pointless when the people you're helping are actually in danger of dying from starvation or thirst. Suddenly food drives are less "neat, a free pancake" and more "these people literally saved my life." Lets local groups of slummers work to be actually effective motivators of insurgency just through the feeding of citizens while rations are down.
- Newer, underequipped players are at risk - There is a risk that citizens who struggle to make ends meet could face the death of their character through no fault of their own, simply because rations were closed too often or there were not enough work-shifts. Perhaps there are policies that could be put in place from an OOC perspective to help alleviate this, such as a restriction on the duration of ration downtime?