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- Jun 29, 2021
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- #1
The following suggestion aims to address the lack of gameplay incentive behind weather and clothing. This suggestion will be split up into two parts, to address the nuances of both systems and how they properly interact with each other, to improve the quality of roleplay for all factions in the server.
To properly grasp my ideals behind the concept of character wellbeing and immersion without negatively affecting the experience, I advise to read into my previous suggestion as well, linked here: https://willard.network/forums/threads/fatigue-system.10266/
Both of these mechanics are designed with each other in mind, and work the best in tandem.
§1. The Weather System.
As it stands, the weather system in Willard does nothing but look cool which is a shame. We have access to the full capabilities of StormFox but we don't utilize this to the extent of our abilities. I propose introducing several mechanics in regard to how the weather and temperature would affect your character.
First, I will address some of the various types of weather conditions and how they interact with your character.
CONDITIONS:
Temperate
| In temperate weather, the conditions are fine. This is the most common condition and the one you will find your character spending the most time in. The temperature is average. It's not cold, it's not warm either. Anything you wear is sufficient, and there are no positive or negative attributes assigned to your character. |
Rain
| Rain is common. A frequent event, but more annoying than anything. Being drenched in rain would negatively affect your character. Movements are sluggish and your clothes get wet. It's not nice standing outside in heavy rain, and getting inside is preferable. If you spend too long outside in the cold rain, your character can catch a cold. This will debuff them, and they will start periodically sneezing. They'll need to either rest (See: Fatigue System) or visit the CMRU for medicine to recover. |
Snow/Blizzards
| Being outside in freezing snow for an extended period of time would start to negatively impact you majorly. Your character will start to catch frostbite if they don't warm themselves properly. This can be done by wearing insulating clothing or by spending time in heated buildings or around a campfire. If you completely ignore these weather effects, your character will start to take damage that can only be regenerated by warming yourself. Visual effects will represent this when looking at a character, similar to when a person is under the influence of drugs. |
Heat/Heat Waves
| Your character can also experience heat. During periods of warm weather, your character can start to become exhausted due to heat. Spending a long time outside in warm temperatures will start to drain your thirst meter faster than usual. Your character will need to drink more and this effect is exacerbated if you keep wearing warm clothing despite the conditions. If you ignore the extreme heat for too long your character starts sweating and eventually collapses on the floor. Visual effects will represent this when looking at a character, similar to when a person is under the influence of drugs. |
Fog
| Fog will let you see less clearly. Your vision is negatively affected. Weapon accuracy is negatively affected as well. Stealth, close-range combat becomes much more effective in foggy conditions, while long-range combat takes a hit, and is much less effective. This dynamically alters resistance and Combine strike opportunities. It offers the resistance the opportunity to wait for the fog to ambush the Combine at close range because backup would have to get up close to be able to accurately hit them. For the Combine, it allows them to bring out shotguns and other close-range weapons, because they'd have a larger advantage in CQC fights. |
§2. The Clothing System.
In accordance with the weather system described in the first part of this suggestion, the clothing items within the game would face a rework. As it stands, they currently save no purpose other than looking cool. While that's fun, they're completely redundant in gameplay.
This is where their integration with the aforementioned weather system comes into effect.
Interactivity
| Different clothing items would have different effects in various weather conditions. A benefit of this is that players would need to purchase different sets of clothing for different conditions, which gives clothing stores more of a reason to exist beyond a one-time visit to purchase an outfit that looks good on your character. It would force the resistance to stop wearing Rebel Kevlar all the time because they wouldn't be optimal in most conditions. It'd force them to wear warm jackets when it's cold, and regular shirts when it's warm. It gives people a gameplay reason to not be armoured up 24/7. |
Weather Effects
| When clothes become affected by rain, they become wet over time. Wearing wet clothing would debuff you, show up on your character, and generally make you miserable. It would also increase the risk of illness (See: pending medical system rework). Wet clothes can be dried automatically by staying outside of the rain for a set amount of time and would also dry by not wearing them. Drying them in a laundromat would dry your clothes really quickly. Running shoes will let you run faster, while boots allow you to become less affected by rainy conditions. Dress shoes will let you become fatigued slower, at the cost of not being able to run very effectively. |
Damage
| Taking damage will damage your clothing. This deterioration would happen rather slowly, and clothes wouldn't break just because you got stabbed once. Damaged clothing will have reduced protection against the environment and show up on your character so other characters can react to you wearing torn clothing. Falling from a large height will damage your pants. Running for a long time will slowly damage your shoes, which will affect your general run speed. These systems aim to rethink the gameplay systems behind clothing and weather, and allow them to dynamically alter the way you interact with your character, and that of others. |
