dezzmont wrote:Food makes a lot of sense as a limit to how long you can be in private, secure areas with no interaction with other people. To make it work in this capacity would just require that all vending machines enter a public space, and perhaps installing an upper limit on fed status if you eat out of one.
Hunger was originally a much larger part of the game, but it was removed because it forced people to stop 'doing their jobs' to leave their work area every so often at a rate that caused food production jobs to be important, which was the freaking point. People claimed it was unfun and not important because it was a simulationist aspect, but it played a major part in circulating players around and 3 entire jobs were dedicated around the system, the bartender, chef, and botanist, with the quartermaster and cargo techs playing a minor role. There is a somewhat complicated production chain for filling high end foods that doesn't do what it is supposed to when food is insignificant. You don't get famine events either which were always a blast.
Not everything in a game is designed to maximize an individual's ability to have complete freedom to do what they thing is fun uninterrupted and without distraction.
This is exactly right. It's a game mechanic, not "realisms". And right now it's nerfed into irrelevancy.
As for food riots, if they're based on timing then maybe spacemen should start the round with different amounts of hunger in order to stagger the cafe visits.
I'd like the chef to be more important though, like with more recipes with meaningful effects. Right now it's really just hydroponics which matter.
To dredge up an old idea I never got around to, CentComm (or Nanotrasen ships) could request a certain amount of food, or specific foods be delivered via cargo. A way to reward a food surplus.
The EMPEROR OF MANKIND wants YOU to squash bugs. They are symptoms of CHAOS.