Takyon3
Active member
- Joined
- Dec 15, 2020
- Messages
- 152
- Thread Author
- #1
To put it bluntly, food, water and so on should be more scarce than on the initial release of Willard. A lot more.

First, I will present my argument for this, as well as how big the scarcity should be. And then I will address common arguments against this system, and explain why they are fallacies.
Explanation
First of all, the scarcity of food and water encourages role play and creates stories between characters. Imagine yourself as a typical citizen, who has just received their ration. Upon consuming its contents, it should fill up a mere one half of your bars. This sustenance, however, begins to drain quickly. Alarmed, you go and interact with others, or perhaps enter a store in order to purchase food. Maybe if the prices in these stores are too expensive for you, you would be more inclined to take part in a work-shift, or contact an in-character faction for employment, raising your salary. This is the very basis of this suggestion, and it is immediately clear why this would create role play. Not only that, but it would ensure the longevity of the food-related businesses on the server, who would have otherwise failed to make much money without an absence of food in the economy. AND it would make the stockpiling of credits mostly impossible, as food is an essential for every character on the server, human or otherwise.
Scarcity of food and water is less a matter of the dwindling fertility of Earth's environment, rather it is just another product of the Combine's control. In order to control the people, you simply drip feed them what they need to survive, and reward them with good behavior. This is the in-lore reason why food, and other items are scarce. It also creates the grimdark atmosphere that is otherwise absent, especially on C24 maps where the atmosphere is more cheery and clean.
Common Arguments
The most common argument against an increased scarcity of food items is that it would become annoying to maintain a couple bars on the top left of your screen. This argument is a fallacy, because as I've mentioned previously, the scarcity of items creates a market, and will "force" role play between characters as they barter for what they need to survive. Is it not "annoying" walking around, knowing that the economy is completely fake and is entirely based off of guns?
Surviving in a UU-Controlled urban center should be harsh, almost like a survival game every time you log in to play. People were forced into thievery, and even murder in 1940s occupied France because of their food shortages, now imagine a Combine occupied city, where this would presumably be ramped up to 11. People should be dying everyday on the server out of starvation, because they were not equipped enough as roleplayers to get what they wanted.
Implementation
I'm not very familiar with how cooking is supposed to function, and as it is, that side of things seems to see constant changes. So I'll leave that up to someone else.
But otherwise, the rate at which your hunger and thirst bars decrease should be sped up. In my opinion, if you can't eat a decent meal every 1.5 to 2 IC hours, then your character should die of starvation. Your attributes suffering would also be a nice touch, but whatever happens, characters must begin to die when those bars hit 0.
Food, especially ration food, should not be very nutritious, and should only fill out small portions of the bar. 1 ration should give you an hour of IC time at most without beginning to starve. Food bought from stores should typically be more nutritious than rations, and finally, rare and expensive foods (chocolate, meats, cheese etc.) should be very nutritious.
This scarcity should not apply to only citizens, but to loyalists, to CPs, to CWU, to everyone but the obviously high-status individuals in the CCA. Obviously, with varying degrees based on the faction. Personally, I'd like to see a major contrast of wealth on the server between the rich aristocrats and the poor workers, but such a system would require that both classes remain mostly separate from each other, otherwise food would go back to being plentiful within the economy.

First, I will present my argument for this, as well as how big the scarcity should be. And then I will address common arguments against this system, and explain why they are fallacies.
Explanation
First of all, the scarcity of food and water encourages role play and creates stories between characters. Imagine yourself as a typical citizen, who has just received their ration. Upon consuming its contents, it should fill up a mere one half of your bars. This sustenance, however, begins to drain quickly. Alarmed, you go and interact with others, or perhaps enter a store in order to purchase food. Maybe if the prices in these stores are too expensive for you, you would be more inclined to take part in a work-shift, or contact an in-character faction for employment, raising your salary. This is the very basis of this suggestion, and it is immediately clear why this would create role play. Not only that, but it would ensure the longevity of the food-related businesses on the server, who would have otherwise failed to make much money without an absence of food in the economy. AND it would make the stockpiling of credits mostly impossible, as food is an essential for every character on the server, human or otherwise.
Scarcity of food and water is less a matter of the dwindling fertility of Earth's environment, rather it is just another product of the Combine's control. In order to control the people, you simply drip feed them what they need to survive, and reward them with good behavior. This is the in-lore reason why food, and other items are scarce. It also creates the grimdark atmosphere that is otherwise absent, especially on C24 maps where the atmosphere is more cheery and clean.
Common Arguments
The most common argument against an increased scarcity of food items is that it would become annoying to maintain a couple bars on the top left of your screen. This argument is a fallacy, because as I've mentioned previously, the scarcity of items creates a market, and will "force" role play between characters as they barter for what they need to survive. Is it not "annoying" walking around, knowing that the economy is completely fake and is entirely based off of guns?
Surviving in a UU-Controlled urban center should be harsh, almost like a survival game every time you log in to play. People were forced into thievery, and even murder in 1940s occupied France because of their food shortages, now imagine a Combine occupied city, where this would presumably be ramped up to 11. People should be dying everyday on the server out of starvation, because they were not equipped enough as roleplayers to get what they wanted.
Implementation
I'm not very familiar with how cooking is supposed to function, and as it is, that side of things seems to see constant changes. So I'll leave that up to someone else.
But otherwise, the rate at which your hunger and thirst bars decrease should be sped up. In my opinion, if you can't eat a decent meal every 1.5 to 2 IC hours, then your character should die of starvation. Your attributes suffering would also be a nice touch, but whatever happens, characters must begin to die when those bars hit 0.
Food, especially ration food, should not be very nutritious, and should only fill out small portions of the bar. 1 ration should give you an hour of IC time at most without beginning to starve. Food bought from stores should typically be more nutritious than rations, and finally, rare and expensive foods (chocolate, meats, cheese etc.) should be very nutritious.
This scarcity should not apply to only citizens, but to loyalists, to CPs, to CWU, to everyone but the obviously high-status individuals in the CCA. Obviously, with varying degrees based on the faction. Personally, I'd like to see a major contrast of wealth on the server between the rich aristocrats and the poor workers, but such a system would require that both classes remain mostly separate from each other, otherwise food would go back to being plentiful within the economy.
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