Oblivionburn Posted January 16 Share Posted January 16 I know this idea has been thrown around a bit and there's older topics discussing the matter, but allow me to propose an argument before spamming this with messages about how annoying food mechanics are in games... The core of this argument is simple: there's no reason to build anything except vehicles and factories, because they're the only things that serve a purpose in the game... none of which is even a real necessity that anyone has to do, it's simply done because there's nothing else to do (for the majority). Sure, we could build houses and cities and all this stuff we usually call "civilization", but we don't and we won't... because all that "civilization" stuff in real life mostly revolves around storing food, purchasing food, and places to consume food at. In history, the invention of agriculture is what really kick-started the rise of civilization as we know it since it created the need for things like trade, markets, and currency by virtue of having a growing supply that's in high demand (because you die if you don't have it). Pros of introducing food into the game: - More ways to play the game and things to do (e.g. agriculture, businesses serving food, businesses storing food, processing food, shipping food, etc) - Reasons for factories that don't revolve around vehicles (e.g. processing raw food into products and a legit need for building supplies for storing food) - Guaranteed essential supply chains when everybody needs food and not everywhere is capable of growing it - A reason to build houses, cantinas, taverns, warehouses, grocery stores, and ultimately cities since survival elements like food create a demand for that stuff when people want to be close to where the needed supply is - More social content and places to gather/hang at (e.g. I'm sure some of us would love to build some Mos Eisley-esque cantinas on not-so-habitable-planets for shady deals to go down at) - Long voyages needing to be planned with food stocks in mind and supplying multi-crew vessels with enough food for everyone (yes this is a Pro because it adds to the complexity of travel which makes things more interesting... thus more "gameplay") - Spaceships and buildings actually having a reason to have things like a mess halls, kitchens, dining rooms, bathrooms (makes more sense to roleplay bathrooms when there's consumeables), must-have storage that's not just for hauling shipments, or even something as simple as a table and chairs for people to congregate around for meals (more roleplaying stuff) - Wars fought over soil rich planets/territories, because food has real value as a nessecity and thus is always high in demand... if you control the food supply, you control the people - Pirates can disrupt food supply chains and cause a very noticeable effect on whoever the supply was intended for, which gives a reason for groups to form to protect the transporting of food and thus more gameplay - "Food" doesn't even have to be limited to just things you eat and can easily be expanded to all sorts of consumeables once the basic "Consume Item" foundation code is there, which opens up all sorts of avenues for more content, gameplay, and roleplaying (e.g. beverages, healing items, poisons, etc, etc) - Tons of things I'm sure I haven't even thought of yet that arise simply from a resource being a necessity and not merely in demand because players are bored Cons of having food in the game: - You occassionally have to consume an item and some people find that annoying In Summary, DU is boring and lifeless compared to what it could be simply by adding food. HAPKOMAH 1 Link to comment Share on other sites More sharing options...
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