- Joined
- Nov 27, 2021
- Messages
- 165
- Thread Author
- #1
The current cooking options in the crafting/cooking tab do not support the hardcore, survive with what you can get ahold of atmosphere that Willard is currently striving for right now.
The resource costs to get into cooking your food is simply too much, resulting in many players opting into eating their meat scripts raw rather than realistically finding simpler ways to cook their food. All one should need to do is be able to exposure their food to a source of heat. A slummer should not be opting into eating raw headcrab meat because they don't have the glue to make a pot or pan, or the various unnecessary ingredients such as salt or margarine, when there is a barrel fire twenty feet away from them.
I see a few ways that this issue can be resolved.
1. Reduce the resource cost that it takes to make pots and pans (no glue, nobody should be choosing to eat raw meat cause they dont have glue) and introduce new cooked food items that can be made without the use of the seasoning ingredients, just pure heat over a fire as one would if they were actually in this hardcore atmosphere we're playing in. These new items should provide more restoration of hunger than raw food while still being inferior to meat that is cooked with the current recipes. We could also introduce a new makeshift pot/pan script that breaks much faster than the current ones do (one or two uses, but cheap to make) so that we can keep the higher quality glue pot/pan in the game.
2. idk i kind of covered my idea in 1 but i want to keep my numbered format to help your eyes
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Overall, I feel these changes would be much better suited for the roleplay environment we are striving for and that this is long overdue.
I have seen mentioned in the past the idea of a disease/infection mechanic being introduced to combat people eating raw food. If these changes were introduced, then I can see this sickness system being much more sensible, as the game would have a plethora of realistic options to cook the diseases out of your food.
This sort of thing would pave the way for many more interesting RP experiences. Slummers cooking food at campfires rather than quietly eating raw meat scripts with no RP or /me's involved. Watching a slummer cook a shitty meal with a makeshift pot and a long timer will spawn RP. Strangely enough though, not many people are interested in even acknowledging that their character is eating raw meat all the time because everyone knows they would be dead if they were.
As it stands now though, eating raw meat is something that we're basically forcing players into doing with how expensive and unrealistic our cooking recipes are and understandably should not punish players for these mechanics.
The resource costs to get into cooking your food is simply too much, resulting in many players opting into eating their meat scripts raw rather than realistically finding simpler ways to cook their food. All one should need to do is be able to exposure their food to a source of heat. A slummer should not be opting into eating raw headcrab meat because they don't have the glue to make a pot or pan, or the various unnecessary ingredients such as salt or margarine, when there is a barrel fire twenty feet away from them.
I see a few ways that this issue can be resolved.
1. Reduce the resource cost that it takes to make pots and pans (no glue, nobody should be choosing to eat raw meat cause they dont have glue) and introduce new cooked food items that can be made without the use of the seasoning ingredients, just pure heat over a fire as one would if they were actually in this hardcore atmosphere we're playing in. These new items should provide more restoration of hunger than raw food while still being inferior to meat that is cooked with the current recipes. We could also introduce a new makeshift pot/pan script that breaks much faster than the current ones do (one or two uses, but cheap to make) so that we can keep the higher quality glue pot/pan in the game.
2. idk i kind of covered my idea in 1 but i want to keep my numbered format to help your eyes
-----------------------------
Overall, I feel these changes would be much better suited for the roleplay environment we are striving for and that this is long overdue.
I have seen mentioned in the past the idea of a disease/infection mechanic being introduced to combat people eating raw food. If these changes were introduced, then I can see this sickness system being much more sensible, as the game would have a plethora of realistic options to cook the diseases out of your food.
This sort of thing would pave the way for many more interesting RP experiences. Slummers cooking food at campfires rather than quietly eating raw meat scripts with no RP or /me's involved. Watching a slummer cook a shitty meal with a makeshift pot and a long timer will spawn RP. Strangely enough though, not many people are interested in even acknowledging that their character is eating raw meat all the time because everyone knows they would be dead if they were.
As it stands now though, eating raw meat is something that we're basically forcing players into doing with how expensive and unrealistic our cooking recipes are and understandably should not punish players for these mechanics.
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