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Found 5 results

  1. After the rather poor reception of my propose sleep mechanic and more research into combat, I feel I can offer a unique spin on the idea of Food. First and foremost: Food should not be required to survive. This is not a Hard Core survival sim (though I wish it were, sometimes). My proposal is thus: Food will give bonuses/maluses to stats. These bonuses/maluses will be in the single digit percentage ranges and will cover a few skills at a time, with one primary. (+5% shooting, +2% reload, +1% crafting, +1% dodge) Food items can be combined to improve their "t
  2. In order to support a varied market/economy, I think the dev should give players the tools to do agriculture as their primary specialty. The recipes need to be more involved than requiring only what we dig out of the ground. There are a lot of materials such as textiles, wood, fiber, medicines, oils, not to mention plant and animal based food than can come from this. Of course in order to make this specialty interesting, it should be as in depth as mining appears to be. For example, say you come across a particular plant on some alien planet and it is discovered that this plant can b
  3. One os the most important things when think of a new planet colony, is how to grow food and maintain sustainability. I'd like to suggest (or know if there's already) a system for planting and glow crops. Machines to automate the farms and different stats for different conditions. This food can be essential for maintain the players life and also modify ones stats making the character more health and powerful, or versatile. A food system could bring a lots of market possibilities, food recipes, etc etc .... so ... what you ppl think ?
  4. If food is introduced to Dual Universe, it should be done in a way that is as unobtrusive as possible. It should be something people only need to think about when they do not have enough of it. My suggestion for doing that uses three new kinds of elements: dispensers, preservation units and preparation units. The purpose of a dispenser would be to ensure people were fed. Each dispenser would have a capacity and a range. Capacity would be the number of people it could feed and range would determine the how close people had to come to it to be fed. Eating would be what I call a backgrou
  5. After some thought and discussion I have deiced to lay out my thoughts on survival mechanics and how they might be implemented in DU. I understand that some do not wish to have any survival mechanics at all and just want to build things; however, I think that in a game with the huge potential for immersion that DU has, we need some form of survival mechanic. I have spent some time thinking about this and I think I have found a way to have bot simplicity and complexity, depending on how each player wishes to play. With the Nanoformer we have the technology to compress matter, which is how we
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