Fallout and a food system

I like the idea of food - maybe the player wouldn't be able to buy so much ammo/weapons if he/she would have to buy food...
 
I know this is an old thread but I'd be interested in seeing a realistic style survival mod with food, water, etc. Survival is one of the most compelling aspects of post apocalyism, IMO.
 
What about these ideas in case of hoarding weapons and ammo the player has more to acquire food and water for his survival and "Outdoorsman" and some other traits would become a real utility. I think this was probably intended by the developers but never implemented for several reasons (whatever). This would changing the real gameplay fore sure but as an option in the RP it would be really fantastic.
I think this is will guide us to the right direction of Fallout gameplaying in the future like "MIB" is pointing out that Fallout would never be ending it´s development.

The same heeding goes for this thread

http://www.nma-fallout.com/forum/viewtopic.php?t=46516&sid=40012e895dab26ed94f3eaf58e2144c4

Just my two cents..
 
voting for food system.. aye..
i want mom's smitty's meal pic..
not iguana on a stick..

hopefully food will be as weightless as
-nuka cola, jet, beer, stimpak, drugs/chem, money

btw, should these items be weightless?
 
joochian said:
hopefully food will be as weightless as - nuka cola, jet, beer, stimpak, drugs/chem, money...btw, should these items be weightless?

Not in my opinion…the food that we carry in real life weighs something…so should Stimpaks and food in Fallout. Not 1 Ib per item, but some nominal amount (.2 – Ib) per item. So the hoarders will have to balance the amount of food and water they carry with the amount of weapons and ammo…all of the sudden so much of what we find in the wastelands isn’t necessary for our survival. Some people don’t like this because it will potentially shift the balance in the game too far, I say let it be built and test it…if it works well, then people can add it to their own game as they see fit… :wink:
 
.Pixote. said:
joochian said:
hopefully food will be as weightless as - nuka cola, jet, beer, stimpak, drugs/chem, money...btw, should these items be weightless?

Not in my opinion…the food that we carry in real life weighs something…so should Stimpaks and food in Fallout. Not 1 Ib per item, but some nominal amount (.2 – Ib) per item. So the hoarders will have to balance the amount of food and water they carry with the amount of weapons and ammo…all of the sudden so much of what we find in the wastelands isn’t necessary for our survival. Some people don’t like this because it will potentially shift the balance in the game too far, I say let it be built and test it…if it works well, then people can add it to their own game as they see fit… :wink:
yeah agreed.. items at 0.1 lb is still good.
u guys also supporting this food system for fo2 also?
 
.Pixote. said:
Not in my opinion…the food that we carry in real life weighs something…so should Stimpaks and food in Fallout. Not 1 Ib per item, but some nominal amount (.2 – Ib) per item. So the hoarders will have to balance the amount of food and water they carry with the amount of weapons and ammo…all of the sudden so much of what we find in the wastelands isn’t necessary for our survival. Some people don’t like this because it will potentially shift the balance in the game too far, I say let it be built and test it…if it works well, then people can add it to their own game as they see fit… :wink:

Agreed. Not only does it make sense to me, but adds to game balance and challenge.
 
.Pixote. said:
Not in my opinion…the food that we carry in real life weighs something…so should Stimpaks and food in Fallout. Not 1 Ib per item, but some nominal amount (.2 – Ib) per item. So the hoarders will have to balance the amount of food and water they carry with the amount of weapons and ammo…all of the sudden so much of what we find in the wastelands isn’t necessary for our survival. Some people don’t like this because it will potentially shift the balance in the game too far, I say let it be built and test it…if it works well, then people can add it to their own game as they see fit… :wink:

Agreed. Food should weigh something, but I'm not sure Mapper allows to give items weight lower than 1. I'll check it out and let you know.

EDIT: Yup, just as I thought. It only accepts integer values, so no 0.2 pounds of weight. It can either weigh nothing or 1 pound (or more).
 
1 Ib Stimpaks…that will make life interesting…can Sfall be used to change the weight values. But remember most people play with NPC’s in their game, so maybe balancing the weight between a few characters could be feasible.
 
Agreed. Food should weigh something, but I'm not sure Mapper allows to give items weight lower than 1. I'll check it out and let you know.

EDIT: Yup, just as I thought. It only accepts integer values, so no 0.2 pounds of weight. It can either weigh nothing or 1 pound (or more).

Maybe it's possible to make one item (bread) usable 5 times, so it would be possible to simulate the weight of 0.2?
 
Grayswandir-
Maybe it's possible to make one item (bread) usable 5 times, so it would be possible to simulate the weight of 0.2?[/quote]

Good thinking man !
 
Yes a Geiger would also be an item the player won´t want to miss...this should be give us a possibllity to balance the game.
No more hoarding too many weapons an ammo, a little bit less money more variety...
I hope Killap would consider this in the future.
 
@ Grayswandir: But what if I want to buy a single stimpak, not 5? I mean, every "stimpak" object will count as 5. So there won't be single stimpaks.

One way to get around this is to make "single" stimpaks, and "packs of stimpaks" the single stimpak will weight 1 pound, and the pack too. But the pack will have 5 uses, and cost 5 times more. And you can replace 5 single stimpaks by a pack at any time, and the other way around. This solves the problem partlially. The conversion between singles and packs can be done by Mr. Fixit - this is one of the ways.
 
I was just thinking about how random encounters would play into a food system... say there are five general encounters made. They are all purely example for now.

1) You find some wild brahmin, wolves, or other edible animals wandering around, and you have to kill them for food (assuming you acquired the unique perk allowing you to do so)
2) A merchant party appears with some food for trade (always really expensive)
3) You stumble upon a small farming community, and barter for food at a cheaper price
4) You find a dead person with some food and water on his corpse, which you can loot, and consume
5) By some stroke of luck, you find an abandoned campsite with food laying around.

Now, you tell the engine to determine which encounter it will be likely you get by taking 4 things into consideration: your luck stat, your outdoorsman skill, and the Scout and Ranger perks. Let's say the base of the calculation is your Outdoorman stat. Then, to add in the other modifiers, say every point of luck adds +5 to the end result, while both the ranger and scout perks add +20. Now, you apply a general rule to apply to the integer outcome. Let's say if the integer is in the range of 0 - 30, then encounter 1 will always happen. If it lies in the range of 31 - 60, then the odds change. Maybe now encounter 2 has a 70% chance of happening, while encounter 1 still has that extra 30% chance. But once that integer raises to the range of 61 - 90, encounter 1 will be obsolete. So, only encounter 2 and 3 will have a dice roll between them, and so on for the rest of the encounters.

Of course, this sort of takes away from the randomness of the encounters... but then again, they could be special "food encounters" or something. I just wish I knew how to put this idea into script language. :scratch:
 
Ghouly89 said:
1) You find some wild brahmin, wolves, or other edible animals wandering around, and you have to kill them for food (assuming you acquired the unique perk allowing you to do so)
2) A merchant party appears with some food for trade (always really expensive)
3) You stumble upon a small farming community, and barter for food at a cheaper price
4) You find a dead person with some food and water on his corpse, which you can loot, and consume
5) By some stroke of luck, you find an abandoned campsite with food laying around.

Great ideas…but can’t I do a Hannibal Lecter – and kill and eat the occasional living person…:twisted:

hannibal%20lecter.jpg
 
THat leads into my next point.. adding in different encounters based on applicable perks. If you want to be a cannibal, go for it! :twisted:
 
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