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Cooking, complication, diversification, randomization


1 post in this topic

Posted

Oyo/ again, here for a 2nd crazy long idea!

As it is, cooking is pretty simple:

  1. start a teaching cooking quest
  2. produce cooking following recipe
  3. repeat

Ingredients have same effect on final product, gathering ability and cooking ability don't influence a lot....

So here's the crazy ideas :

  • Players have a satiety and thirsty value
    • not having satiety does not mean death
    • being thirsty does not mean death
    • it is just there to prevent staking too many effect due to eating, drinking.
    • a buff to stamina is applied when above 50 points of satiety/thirsty
  • ingredients have basic properties from a set of food property 
    • influence on hp recovery (+ and -)
    • influence on mp recovery (+ and -)
    • influence on max hp (+ and -)
    • influence on max mp (+ and -)
    • hp immediate influence (+ and -)
    • mp immediate influence '(+ and -)
    • Quality (dependent of gathering ability), have a result on all other values
    • ...
  • Ingredients have a fixed satiety value
  • You find and register those property by eating it raw (yes even meat), poison food can exist so be carefull
  • cooking oil and other items of the same topic determine cooking processing method
    • frying for cooking oil, deep frying when value is 3 time superior to number of ingredients
    • roasting an frying for butter, juice (meat juice) is obtained as secondary with this
    • boiling for water, stewing when value is 3 time superior to number of ingredients
    • steaming with woods
    • ...
  • Condiments like peppers have a multiplier value and a toxicity value
  • cooking results is dependent of cooking skill but cooking skill effect is not applied if it's your first time cooking said ingredients in said manner
  • cooking results effects are unknown effect till eaten but will multiply effect by 4/3 and satiety/thirsty effect by 3
  • cooking results can be recooked to use another method of cooking, boiling potatoes and then frying them by example.
  • you can grill with basic travelling skills, remove Poisson effect, but decrease a lot satiety and thirsty gain and practically negate buff obtained from food. Results can't be recooked. Meat jerky is a good ingredient for this.
  • you can chop and mince ingredients to remove a part of the debuff and food poisoning of the food (peeling potatoes before frying them is a good choice)
  • there's chance of obtaining carbonized food if your cooking skill is not at the level required to make a recipe. Can be used as fertilizer.
  • Processed have a lifetime value, past it, it become fertilizer.
  • Each time you do an operation it cost an energy points, but you can register all process and batch cook them which result in a one energy point cost for the batch operation but will result a decrease of the effect of batch results (9/10 of the effects is only obtained, but satiety value is conserved) 

Now let's make an example, let's say I want to make fried potatoes :

  1. You gather potatoes
    • potatoes information window :
      • raw potato
        • information unknown, eat them to know more
  2. you eat potatoes
    • you have eat unprocessed food, food poisoning is applied for 30s (-5hp/s)
    • satiety increased by 10
    • you uncovered potatoes stats!
      • hp +50 (immediate)
      • max stamina +10 (temporary)
      • satiety +10 (immediate)
      • thirst -5 (immediate)
      • quality normal (no buff/debuff on other stats)
      • lifetime 7 days
  3. You chop potatoes (aka peeling)
    • you have peeled potatoes
      • food poisoning removed
      • thirst stat debuff decreased by a third
      • eat them to uncover and register new stats
  4. You eat raw peeled potatoes
    • you have eat raw processed food, food poisonning is not applied
    • You uncovered raw peeled potatoes stats!
      •  
      • hp +50 (immediate)
      • max stamina +10 (temporary)
      • satiety +30 (immediate)
      • thirst -6 (immediate)
      • quality normal (no buff/debuff on other stats)
  5. You cook them in your residence with a 1 to 1 ratio of water (10 water and 10 potatoes
    • You have boiled potatoes
      • stat effect multiplied by 4/3
      • cooking skill isn't applied since it's your first time cooking them
      • eat them to uncover and register new stats
  6. You eat boiled potatoes
    • You have eaten boiled potatoes
    • you uncovered boiled potatoes stats!
      • hp +66 (immediate)
      • max stamina +13 (temporary)
      • satiety +60 (immediate)
      • thirst -18 (immediate)
      • quality normal (no buff/debuff on other stats)
  7. You fry them in butter in a 1 to 1 ratio (10 butter, ten boiled potatoes)
    • You have boiled potatoes
      • stat effect multiplied by 4/3
      • cooking skill isn't applied since it's your first time cooking them
      • eat them to uncover and register new stats
  8. You eat boiled potatoes
    • You have eaten boiled potatoes
    • you uncovered boiled potatoes stats!
      1. quality normal (no buff/debuff on other stats)
      2. thirst -54 (immediate)
      3. satiety +180 (immediate)
      4. max stamina +17 (temporary)
      5. hp +88 (immediate)
  9. You then register all the operations to batch prepare them.
  10. fried potatoes for life

Values and multiplier obviously need adjusting, thanks for reading btw, that was pretty long.

I'm all for suggestion and criticism, I know that a lot of people would really dislike this, but please do tell why :)

Gogo crazy suggestion bump

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