Sandwiches

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Sandwiches

Postby MrPunchers » Wed Jun 29, 2016 11:04 pm

We have bread, meat, cheese, vegetables, but not sandwiches. In addition, a slicer, to produce sliced meat and cheese, it can be cut by hand, but at the loss of q. I think some sandwiches would be a good addition to some +2 FEPs, beacause not many foods have the +2 FEPs, and as some of the ingredients can be more expensive or harder to get at higher q, such as cheeses.
Troll sandwich pl0x.
Last edited by MrPunchers on Wed Jun 29, 2016 11:36 pm, edited 1 time in total.
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Re: Sandwiches

Postby DisKagel » Wed Jun 29, 2016 11:35 pm

Sandvich make me strong!
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Re: Sandwiches

Postby Granger » Thu Jun 30, 2016 12:43 pm

MrPunchers wrote:a slicer, to produce sliced meat and cheese, it can be cut by hand, but at the loss of q..


In case you can't slice meat with a knive without fucking it up you're doing it wrong and you should practice more (and use a sharp knive).

So no to the slicer, but yes please to sandwiches.
Preferably with a generic recipt, requiring bread, butter plus at least one additional which will pull in one of each (if available) from open containers:
  • garden green (salat, cocumber, ...)
  • egg (fried or boiled)
  • meat (roasted)
  • cheese
  • flavor (pepper, salt)

Additional ingredients would determine, in order of being pulled into the sandwich (by the usual order when crafting: FIFO container), name, satiations and FEP added to some base (for it being a sandwich): first one giving full FEP, 2nd 50%, 3rd 25%, 4st 12.5%.

So resulting sandwiches could be made to our personal liking: peppered cucumber egg, beef jorbonzola, chicked egg salad, gouda deer, ...
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Re: Sandwiches

Postby Hasta » Thu Jun 30, 2016 1:18 pm

Variable recipes are bad. Look at pancakes we have. Look at pies we have. Are you ok with another food submenu "sandwiches" that lists a few barely useable and unnecessary complicated to craft foods? If so, vote "sandwich".

I believe ingame mechanics would not allow to have a generic recipe with variable outcome that depends on reagents used. I guess the closest we can have are "2 any bread, 2 any meat, 2 any veggies, 1 any cheese, 1 pepper" recipe in terms of generic; and "simple sandwich" as outcome.
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Re: Sandwiches

Postby Granger » Thu Jun 30, 2016 1:24 pm

Hasta wrote:I believe ingame mechanics would not allow to have a generic recipe with variable outcome that depends on reagents used.


Currently not, but since this is alpha (and sideprojects like the new new combat system happen)...
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Re: Sandwiches

Postby Hasta » Thu Jun 30, 2016 1:33 pm

New new combat system is still very much along the lines of "how things are done in Haven". I wouldn't expect a new crop that, for example, would suffer damage and get stunted when you walk/ride across it's tile. Can this be done? yes. Will it? Probably not; at least not before a lot of similar ingame mechanics get changed drastically.

If we're talking generic recipe, variable outcome - why do we have 5 recipes tor crepes? 2 recipes for both axes and saws? Different recipes for swords and armor? Variable outcome recipes would be a really really major change (and probably a beneficial one since that would add a little bit of discovery to most crafts). But I see no point in asking/expecting that to be implemented solely for sandwiches.
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Re: Sandwiches

Postby Amanda44 » Thu Jun 30, 2016 1:49 pm

I'm not against sandwiches per se but they shouldn't be called that ... it doesn't fit in with H&H ... :P ... the earlier forms of sandwich were thick cuts of stale bread called trenchers which were rounded and used instead of plates. Meats and other foods were placed on top of the bread which then absorbed the juice, the grease, and the sauces. At the end of the meal, one either ate the trencher or, if hunger had been satisfied, tossed the gravy-soaked bread to the dogs or given as alms to the less fortunate.
Other than trenchers, sandwiches were just simply known as bread and meat, or bread and w/e filling you had, cheese mainly.

So ... yes for trenchers and yes for dogs we can throw the remains to. :D
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Re: Sandwiches

Postby Granger » Thu Jun 30, 2016 2:14 pm

Hasta wrote:If we're talking generic recipe, variable outcome - why do we have 5 recipes tor crepes? 2 recipes for both axes and saws? Different recipes for swords and armor? Variable outcome recipes would be a really really major change (and probably a beneficial one since that would add a little bit of discovery to most crafts). But I see no point in asking/expecting that to be implemented solely for sandwiches.

They have to start somewhere, why not lay the foundation (to test the system) with Sandwiches and then use it for other stuff too?
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Re: Sandwiches

Postby Hasta » Thu Jun 30, 2016 6:53 pm

Granger wrote:why not lay the foundation (to test the system) with Sandwiches and then use it for other stuff too?


Because the obvious way to test it would be with tools, of which we already have 2 variety (metal and caveman ugly slow things). Adding a recipe for "a shovel" with optional outcome (3 blocks of wood, 2 boards or bars of hard metal = a shovel, metal or wooden, depending on materials). If we are to start with sandwiches - we have way too much of useable ingredients, leading to almost infinite number of outcomes, of which none is already implemented (or, for that matter, even considered by devs) to start with sandwiches. Compare these two factual situations and conclude which one fits best to test variable recipes mechanic.
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Re: Sandwiches

Postby Granger » Thu Jun 30, 2016 9:06 pm

Your view is that the outcome are fixed handcrafted objects, my view is that the outcome should be generated through a set of rules.
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