Goofbelly
Member
- Joined
- Jan 23, 2022
- Messages
- 5
- Thread Author
- #1
Hunger, thirst, and healing are currently too easy to recover from, diminishing their importance in gameplay.
I propose increasing the rates of hunger and thirst to make food and water more essential. This adjustment would not only add depth to survival aspects but also enhance roleplaying, encouraging players to seek more than just rations to maintain their well-being.
The rate of passive health recovery should also be significantly slowed down.
Currently, players passively heal so quickly that during medical roleplay, half the time they end up fully healed before a script is even applied, rendering the procedure largely unnecessary. This can lead to a disconnect for newer roleplayers who may take this as encouragement to ignore the effects of damage. To address this, I propose slowing down passive healing, reducing the effectiveness of easily accessible medical items, such as basic bandages, and potentially even imposing a cap on passive healing - a comfortable midpoint where passive healing would cease to increase player health. Through this, players would be required to seek treatment or use healing scripts to return to full health, giving the CMRU and rebel medics more of a purpose, rather than a process to be ignored.
The key focus of these suggestions is to promote active engagement with existing scripts for healing, eating, and drinking - I believe doing so will enhance the immersive experience of the game for everyone.
I propose increasing the rates of hunger and thirst to make food and water more essential. This adjustment would not only add depth to survival aspects but also enhance roleplaying, encouraging players to seek more than just rations to maintain their well-being.
The rate of passive health recovery should also be significantly slowed down.
Currently, players passively heal so quickly that during medical roleplay, half the time they end up fully healed before a script is even applied, rendering the procedure largely unnecessary. This can lead to a disconnect for newer roleplayers who may take this as encouragement to ignore the effects of damage. To address this, I propose slowing down passive healing, reducing the effectiveness of easily accessible medical items, such as basic bandages, and potentially even imposing a cap on passive healing - a comfortable midpoint where passive healing would cease to increase player health. Through this, players would be required to seek treatment or use healing scripts to return to full health, giving the CMRU and rebel medics more of a purpose, rather than a process to be ignored.
The key focus of these suggestions is to promote active engagement with existing scripts for healing, eating, and drinking - I believe doing so will enhance the immersive experience of the game for everyone.