Giving a more defined role to food reagents
Posted: Sun Aug 25, 2019 12:59 pm
As it currently stand food reagents are generally just very weak counterparts to actual chems. That's not going to change and I have no intention of fitting food into the chem meta, but I think there's a few changes that can be made to give food effects more personality and make the bar/kitchen, as well as coffee/soda vendors a bit more mechanically relevant
So I was inspired by countless RPGs where you have the distinction of potions for instant, powerful and short term effects (chems) and food items with long term but very mild buffs (food reagents) that you typically use to buff before a fight
My current plan is to drastically decrease the metabolization rate of most food reagents (and change their effect to fit where applicable/appropriate) so that their effect will persist for several minutes. The idea is that instead of using food items reactively as cheap chems, you can "buff up" in anticipation of what's to come. Drinking milk won't save you from an e-sword, but every little bit can help in the long term.
I am also looking into adding more utility to certain reagents like coffee and sodas, such as do_after speed increase
So I was inspired by countless RPGs where you have the distinction of potions for instant, powerful and short term effects (chems) and food items with long term but very mild buffs (food reagents) that you typically use to buff before a fight
My current plan is to drastically decrease the metabolization rate of most food reagents (and change their effect to fit where applicable/appropriate) so that their effect will persist for several minutes. The idea is that instead of using food items reactively as cheap chems, you can "buff up" in anticipation of what's to come. Drinking milk won't save you from an e-sword, but every little bit can help in the long term.
I am also looking into adding more utility to certain reagents like coffee and sodas, such as do_after speed increase