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Search the Community: Showing results for tags 'gameplay'.
Found 2 results
As the title suggests, a system based on exposure levels to nature and life giving bonus/malus when conditions are met. Some examples: - Staying at a forge for 3+ hours increases body temp and thirst satiation drops quicker. - Living in the colder climates while staying outdoors without woolly clothing lowers for a long time slows movement. - Having a dip in the water while in a warmer climate cools the player down. - Standing in the rain having negative effects. Some gameplay elements/additions: - Armours having a warmth level, protection from rain, being far underground or underwater protection, stuff of that nature. Eg, low tier armours might still be useful for diving but less useful against mobs. - A makeshift campfire in the snow to keep the player from the negative effects of the cold for 20mins or so. - Bases being not just a place to store stuff but also as a form of shelter. - Bases in warmer climates and colder climates should be vastly different to reflect the temperature.(I don't think this one can be implemented but thought I'd still share it) - Neutral/comfortable range giving the player faster mining/temp bonus to skills/more saturation from food, that sort of thing. The biggest problem I can see with this is if the levels in which exposure increases/decreases being balanced, the micromanaging goes from immersive to tedious quite quickly. Another would be cluttering the UI. Probably the difficulty of implementing a lot of what I said since I haven't seen anything like this in any other mod. If you've noticed the exposure gameplay elements from survival games like Ark survival evolved or played the mod frostfall/campfire in TES:V you'll have a much better understanding of what I'm suggesting. It can really immerse the player into the world. I don't know much about TFC2 and I'd like to go in blind so if this sort of thing is already being implemented might as well lock the thread. Have you read, understood, and followed all of the rules listed in large text at the top of the suggestions forum?(Yes/No): Yes Answering "no" to the above question will result in your post being deleted.
Hello, I have skimmed the forums and this seems to be mostly unique and I have posted in discussion to hopefully get some feedback without breaking the one suggestion rule. What I want to talk about is game roles and professions (loose sense of those words.) Really what I'm talking about is play style. Currently TFC makes great pains to support a few play styles/roles. Namely: Farmer: Dozens of crops, nutrient management and animal husbandryCook: Two meal types, with more on the way, andvaried flavors dependent on region/cook timeMiner: Support beams, Pro-pick, cave-ins and dozens of oresBlacksmith: Interesting and varied system with leveling and multi block apparatiBuilder: Many different wood/stone types with pleasing palettes, chiseling and plank itemsIt makes sense as these roles epitomize MC, but my question is "Should TFC support other roles as well?" Maybe a nomad tree to go along with the current metal-agevillage one, maybe a warrior tree, or even a bit of forestry? I'm not in favor of making the mod itself longer. The progression to Red/blue steel is plenty long. Instead I think that lateral growth should be the focus. Allowing and supporting life styles that don't quite go through the linear progression to steel. Let me know what you think, please give your honest thoughts and, if you are so inclined, describe some aspect of lateral growth you might want to see. Thank you, LiesTECH