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SionoiS

Health, hunger and thirst unification system

7 posts in this topic

I know that health, hunger, thirst and stamina have been talk about a lot but i think that my suggestion is a little bit different.
 
I'll try to keep this short.
 
There's would be only 1 bar that would represent your general health. Now you all ask how would it keep record of food, water and injuries.
 
In short it don't. 
Food you eat and water you drink would increase your health and damage reduce it.
 
How could it work? With SCIENCE ! 
 
Mathematics :

 
Your health would follow a cubic function relation like this one. f(x)=((0.00000001(1.25x-1000)^3)^3)+1000
 
Posted Image
 
 
Y axis is your health and X is use to calculate food, water, stamina, cold, heat and sickness.
Your health would slowly follow the X value.
 

The Graph :

The first curve could be separate into more and more debuff as your near death.
 
The "flat" part mean that if you had food and water your heath stay relatively the same for some time.
 
Now if the player is rested and belly full is health would be much higher because of the curve after the flat part.
Or this can be use to add stamina because the step curve mean it can deplete and replenish fast with little change to X values.

Exceptions :

This system would not be complete without some exceptions or "rules".
 
Food and water add big X value, would act like it already do except influence X instead of health, meal's food diversity could add more X.
 
Intense cold or heat would act like damage over time to X value.
 
Stamina would add very small X value in a way that it's useless if not at the bottom of the second curve.

Stamina :

If stamina is implemented it would be use to sprint or to jump attack and in combat, players would need to choose if they want to use big attack and loose some max health or keep their stamina for health.

Status indicator :

The bar could be multi-coloured to represent hunger, thirst, etc. or just add words onscreen or play sounds so player know what their character need.

 
All this still need to be think about that why i post it here !
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The problem TFC and MC tries to avoid is easy way to heal yourself. In your system, you can carry around tons of food and eat it every time you get hit. Unless you implement some secondary "bar" and then you are basically back to current mechanics with healht being non-linear.

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The problem TFC and MC tries to avoid is easy way to heal yourself. In your system, you can carry around tons of food and eat it every time you get hit. Unless you implement some secondary "bar" and then you are basically back to current mechanics with healht being non-linear.

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For food it would work like it already do but implementing stamina, cold, heat, poison. etc. would i think be easier and there's already 3 bar to look at.

 

I think that the less you know about the system the better it is for immersion. 

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---

 

For food it would work like it already do but implementing stamina, cold, heat, poison. etc. would i think be easier and there's already 3 bar to look at.

 

I think that the less you know about the system the better it is for immersion. 

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Is it really better, though? It almost seems like your suggestion would make players a little more clueless about what's happening to them. The more you know, the better you can use it. Say you tried tfcraft for the first time and you didn't know anything about thirst. you'd go have fun until suddenly you realize you're thirsty and don't have any jugs handy. Welp. got yourself in trouble there.

 

Though I see what youre getting at. a bunch of bars and a HUD where there's too much happening looks cluttered and confusing (*cough* Infinite Crisis *cough*). hunger and thirst is already simplified into this: if your red is empty, you die. If your green is empty, you won't heal. If your blue is empty, you can't sprint. Your stamina is just hunger. it just needs to be tweaked for armor and weapons.

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---

Is it really better, though? It almost seems like your suggestion would make players a little more clueless about what's happening to them. The more you know, the better you can use it. Say you tried tfcraft for the first time and you didn't know anything about thirst. you'd go have fun until suddenly you realize you're thirsty and don't have any jugs handy. Welp. got yourself in trouble there.

 

Though I see what youre getting at. a bunch of bars and a HUD where there's too much happening looks cluttered and confusing (*cough* Infinite Crisis *cough*). hunger and thirst is already simplified into this: if your red is empty, you die. If your green is empty, you won't heal. If your blue is empty, you can't sprint. Your stamina is just hunger. it just needs to be tweaked for armor and weapons.

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As i understand Bioxx don't want player to know actual data about anything, so yeah new player would have to learned to manage their health without knowing what actually going on.

 

On the other side it's pretty simple to understand that if you don't eat or drink you'll die in a game that aim for R.....(i didn't say it).

 

IDK what the devs are planing but i hope it won't be full of bar to look at when stamina and heat/cold will be added.

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Hello,

 

As I see this, the OP has thought of a completely hidden way of managing all basic needs in an almost human way. In regards to health, you simply get healtheir when wounds are treated and you are fed, rested, and your thirst is quenched.

 

It would be easy to know when you are getting hungry or thirst; a message can pop up saying "I am getting thristy. . ." or "I need to drink; I am getting a headache" or "I am getting hungry" or "I NEED to eat; I feel shaky" or "I'm tired" or "I need to sleep; I can't see straight".

 

"Health" shouldn't go down in chunks but go down over time as you attain injuries. Injuries that go untreated continue to deplete the "health bar" at a rate appropriate to the severity. In order to improve your health, you need to treat the wound, make sure you eat and drink something, and rest.

 

Cheers,

Michael

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Hello,

 

As I see this, the OP has thought of a completely hidden way of managing all basic needs in an almost human way. In regards to health, you simply get healtheir when wounds are treated and you are fed, rested, and your thirst is quenched.

 

It would be easy to know when you are getting hungry or thirst; a message can pop up saying "I am getting thristy. . ." or "I need to drink; I am getting a headache" or "I am getting hungry" or "I NEED to eat; I feel shaky" or "I'm tired" or "I need to sleep; I can't see straight".

 

"Health" shouldn't go down in chunks but go down over time as you attain injuries. Injuries that go untreated continue to deplete the "health bar" at a rate appropriate to the severity. In order to improve your health, you need to treat the wound, make sure you eat and drink something, and rest.

 

Cheers,

Michael

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Code-wise potion effect could be used to display what you need.

 

For "health" your right ! ATM if you don't eat you take damage then you die but with my system the same process would be smoother because your health would only be directly influence by damage and indirectly by food/water.

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