Basically, instead of each new food type reducing the total FEP needed,
have each new food type give a bonus to the stats "contained" within that food type.
This would reward eating many different food types containing the Stat you are looking for,
and could give some interesting mechanics to the multiple FEP foods.
Today, I feel the multiple FEP foods are worse than the "pure" foods in every situation (where you have a choice).
The exact formulae used to accomplish what I try to describe above can be changed around, but below i have scetched
a table, where, for each player, the total FEP earned for each Stat is stored along with how many types of food the player
have eaten that have contributed to that stat. In the example below, the player is trying to raise Str, and has eaten
3 types of food containing a Str component. The resulting FEP for each Stat is calculated as Base_FEP * sqrt(Types_Eaten),
where the sqrt() function could be exchanged with a function with more desirable traits. As normal, the player would get a
Food Event if the sum of resulting FEP points exceeds his/her FEP treshold (65% chance of a Str point)
- Code: Select all
Stat: FEP Base: Types: FEP Res.
---------------------------------------------------
Str 10 3 17.32
Con
Agi 1 1 1
Dex
Int
Per
Psy 1 1 1
Cha 5 2 7.07
SUM: 26.4
Example food eaten: Some Pancake (3Str+2Cha+1Agi), Sturgeon (2Str+1Psy), Bear Salami (5Str+3Cha)