FEP system

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

Re: FEP system

Postby Thursday » Fri Aug 07, 2009 6:05 am

Actually, if you take into account the decay part of my idea, it fairly well mimics the effects of poor diet.

Since stats require FEPs not to decay, you have to eat a well balanced diet or your stats might reduce, even reduce to below 10 (the current minimum).

Also, when aging effects are added, you can have that increase the rate that stats eat FEPs for maintenance, while perhaps also reducing the amount of food possible to eat (I think I've heard that average size of a diet decreases as the person eating it gets older).

Also, diseases (when implemented) might increase the maintenance cost of certain stats, or turn FEPs into black FEPs (starve a fever, feed a cold).

This is all conjecture of course. I have no hard numbers. I would just like to see a system that somehow causes a stat cap, so as to remove one of the problems with characters that can't age, that being no one can ever catch up to them stat wise.

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Re: FEP system

Postby SynthesisAlpha » Fri Aug 07, 2009 6:20 am

How 'bout no?

Stop trying to overcomplicate things with stat loss and decay and disease and age and crap. We just want to alter the generalist-specialist balance a little, not pull out crazy (awful) ideas about nutrition and the Olympics (lol?).
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Re: FEP system

Postby Jackard » Fri Aug 07, 2009 6:23 am

Thursday wrote:My recommendation would be to have every stat have a bar.

FEPs fill these bars.

When you do tasks, stamina reduces your hunger, and "burns" FEPs, fueling a stat up.

Which FEPs are burned depends on the stamina reducing task.

Physical tasks burn FEPs toward Strength, Agility, and Constitution increases.

Mental Tasks, like unravelling cocoons, or pottery, improve your Intelligence, Perception and Charisma.

Optionally, just having a stat burns FEPs, and if they get too low, you can stat down.

That last bit makes all around food good for fighting decay. Additionally, higher grade foods with a better FEP to hunger ratio allow you to store more FEPs, since you can eat more of them before be full.

This doesn't sound so bad, could add some variety to foods... mix and match:
  • Meals that are filling.
  • Meals that aren't filling.
  • Meals that give some energy.
  • Meals that give lots of one energy.
  • Meals that give some of several energies.

But seriously, why do requests on this board tend to needless overcomplication? Olympics? New stats when we don't even use the current ones? What the hell?

And then you get the ones for more tedium, like the thread listing the ability to plow roads as a bug. Why is that bad??
Last edited by Jackard on Fri Aug 07, 2009 6:30 am, edited 1 time in total.
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Re: FEP system

Postby theTrav » Fri Aug 07, 2009 6:28 am

SynthesisAlpha wrote:How 'bout no?
Stop trying to overcomplicate things with stat loss and decay and disease and age and crap. We just want to alter the generalist-specialist balance a little, not pull out crazy (awful) ideas about nutrition and the Olympics (lol?).


Disease and aging are coming. Your character will not live forever, no matter how much you squirm
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Re: FEP system

Postby Jackard » Fri Aug 07, 2009 6:32 am

theTrav wrote:Your character will not live forever, no matter how much you squirm

weak troll
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Re: FEP system

Postby Thursday » Fri Aug 07, 2009 6:48 am

Well, the system I mentioned would lead to specialization, as your tasks would decide which of your stats went up, and you'd need to eat to maintain your stats, meaning less room in your stomach (hunger bar) for other foods that increase other stats.

Multistat foods would be useful, as they would stave off decay, and including the ideas mentioned, you could even have vitamins and supplements. More difficult to make, but giving several FEPs while providing almost no hunger.

As for the complications such a system would cause, well, unfortunately that seems to be the price of progress. While all of us understand the concept of the wheel, and several people know how the basics of horse riding, creating a modern car would be beyond the skill of any single person without schematics.

So too does the game represnt this. Look at the difference in number of tasks and skills required between making a stone axe and crafting the Battleaxe of the 12th Bay.

However, I think right now what matters more is making sure all stats have uses. Hopefully new magic and social skills will solve the problem of mental stats being somewhat nebulous in purpose (or lacking any at all).
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Re: FEP system

Postby ArPharazon » Fri Aug 07, 2009 10:46 am

Jackard wrote:But seriously, why do requests on this board tend to needless overcomplication? Olympics? New stats when we don't even use the current ones? What the hell?


Well it's not really that complicated. In terms of player strategy, you end up with "Don't eat just one thing, eat a little bit of everything." If you're really into optimizing it, then it's slightly complicated, but if you're "into" optimizing things you won't mind complexity.

As for the stats, I just don't think the current ones would map very well to the main activities in HH. Maybe that's part of the reason why J&L haven't made them do anything- it's not really obvious -to me- what they *should* do. (Just in case I was misunderstood, I was talking about renaming stats, not adding more)

Also, excuse me, are you complaining about food being complicated? Hello! This game has like 15 kinds of sausage, each with different FEP bonuses and made from different combinations of meat. =P
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Re: FEP system

Postby Potjeh » Fri Aug 07, 2009 10:51 am

Am I the only one that thinks that the current FEP system is fine? I've been eating almost nothing but mixed FEP food in the last couple of days, and I've managed to keep my stats balanced. The biggest difference I had between my highest and lowest stat was just 2.
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Re: FEP system

Postby kobnach » Fri Aug 07, 2009 6:34 pm

Potjeh wrote:Am I the only one that thinks that the current FEP system is fine? I've been eating almost nothing but mixed FEP food in the last couple of days, and I've managed to keep my stats balanced. The biggest difference I had between my highest and lowest stat was just 2.


No, you are not the only one.
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Re: FEP system

Postby Peter » Fri Aug 07, 2009 8:37 pm

I myself still have trouble when someone who wants a balanced character finds that the most efficient way to get this is to eat one food and only one food for a while, then switch to the next one in turn. Only bear meat and cheese, then only fish, then only honey buns...

That's what I like about having separate bars for each. This makes multi-use foods far more worthwhile, and allows you to eat a full meal at once (a slice of rabbit, some bread, a glass of wine, and carrot cake for dessert) without having most of it being wasted.

Now, I'm ok with the largest current attribute being the triggering level for each attribute.
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