Bonus food

Started by theebie, January 31, 2012, 03:22:23 AM

In order to enforce some more harshness in the world we should...

... take away free food&water from clans
12 (15.8%)
... have food&water from clans around, but with a stat-penalty (like -1 strength) so people would prefer food&water they gathered
3 (3.9%)
... have everything stay like it is now
61 (80.3%)

Total Members Voted: 75

Sounds like some of you have never played a clan hunter...

There is no problem with food and water supplies currently. Please stop trying to invent new things to "fix".
Like a lithium flower, about to bloom.

If you want to enforce the 'harshness' of the game regarding resources, make getting food harder for independents, not clannies. (Said above.)

The entire point of joining a clan is to have access to their resources, because people have already carved up what little's left in Zalanthas, and they defend their territories viciously, because there's not enough left to run a socialist Western European state. A large piece of the calculus of joining a clan should be that they have something you need that is very difficult to get on your own.
There is no general doctrine which is not capable of eating out our morality if unchecked by the deep-seated habit of direct fellow-feeling with individual fellow-men. -George Eliot

Yeah, I don't really think we're going to be changing the way food and water works for clans. Forcing players to do more routine, grindy code stuff doesn't make the game more fun.
Quote from: Decameron on September 16, 2010, 04:47:50 PM
Character: "I've been working on building a new barracks for some tim-"
NPC: "Yeah, that fell through, sucks but YOUR HOUSE IS ON FIREEE!! FIRE-KANKS!!"

Food and drink with stat penalties would be recognized early and strongly avoided, too.

Kuraci chick: Hey, poor-as-feck grebber, you want a fried, delectable spice-and-cheese filled scrab head? Its from my work.

poor-as-feck-grebber who needs all the help they can get, and also their faculties intact: No, thanks.
https://armageddon.org/help/view/Inappropriate%20vernacular
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

The only things this would accomplish is to increase the number of people playing guild ranger or subguild scavenger and decrease the number of people playing in clans.
"Life expectancy would grow by leaps and bounds if green vegetables smelled as good as bacon."
~ Doug Larson

"I tried regular hot sauce, but it just wasn't doing the trick, so I started blasting my huevos with BEAR MACE."
~Synthesis

January 31, 2012, 10:31:56 AM #30 Last Edit: January 31, 2012, 10:35:37 AM by Desertman
I think it fits well for certain clans, and for other clans, not so much.

For example, Noble Houses would probably provide food and water for all of their employees. Thats a pretty highclass job for a commoner honestly.

The higher end merchant Houses probably -could- but I'm not sure in reality they -would-, for all posiitions anyways. I mean really, why would Salarr and Kadius pay extra to feed their hunters....thats like, paying crafters to craft items for your crafters instead of making them do it themselves. Herp derp.

The Byn would probably provide some sort of food, but it would be very very very low quality. Oh wait, nevermind. (Hehe)

At the end of the day I think its really just an OOC convenience thing for the most part.

I'm personally in favor of Houses, and especially the Byn, not providing food, and/or water to some of their ranks and making exceptions for others. Maybe once you become a Trooper the Company feels you are valuable enough to spend extra watering you? Maybe not.

There are a lot of different angles here. I think we all know that independents can make a lot more sid working solo, maybe the free food and water is a perk to make up for that fact. But then again, for hunters in Merchant Houses, thats a moot point, if you are already bringing in tons of food, why is free food a perk? Who knows.

I'm rambling.

If it is realistic or not is really irrelevant. If it had always been the case that some Houses/Clans didn't provide food, noone would really think anything of it and it would be a common place thing to hire hunters and gatherers to supply your employees. But, it hasn't always been that way, so its a common place thing to have fantastical-magical-infinite food and water.

At the end of the day, its just an OOC convenience thing. Some people prefer it, some dont.
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January 31, 2012, 10:46:50 AM #31 Last Edit: January 31, 2012, 10:53:28 AM by Bacon
Nah, it's an IC bonus too. Not just an OOC thing.

"Oh, so you're gonna give me shit pay and I have to provide my own food and water?"

"Yes."

"Well, House Sweetness offered me a job and I get pay plus they provide me with food and water. So, see ya."

I could see if this was taken away some leader pcs just paying for their employee's food and water themselves just to have employees. And others would do it to keep up with them, etc.
"Life expectancy would grow by leaps and bounds if green vegetables smelled as good as bacon."
~ Doug Larson

"I tried regular hot sauce, but it just wasn't doing the trick, so I started blasting my huevos with BEAR MACE."
~Synthesis

January 31, 2012, 10:52:30 AM #32 Last Edit: January 31, 2012, 10:54:31 AM by Morrolan
Limiting food in clans would make the game harsher, but not in any interesting way.

If this were done, the overall number of food-animals would need to be changed in the wilds. Oxen would need to provide thirty, not three, steaks and other cuts. Those animals would need to be fed in one huge eco-system that would be cool, but would also be a huge programming problem and a research project worthy of someone's dissertation [literally, that means that it would take a very smart and educated person working obsessively in poverty for peanuts years and years to complete such a project].

If all that weren't done, then we would need full-time staff tweaking the animal economy constantly based on the average number of players for the week. We would actually be limiting the number of characters in the game based on food supply...and that would be kind of lousy considering all the effort we make to invite people in.

On the bright side, I think I heard that food will spoil in 2.Arm.

"I have seen him show most of the attributes one expects of a noble: courtesy, kindness, and honor.  I would also say he is one of the most bloodthirsty bastards I have ever met."

I'm OK with the price/availability of food (actually I still think it could be a little cheaper) and water.

I've thought for a while that the best way to increase harshness through economic adjustments would be to make equipment much more expensive.  A decent meal shouldn't be on the same order of cost as a freaking weapon.  Armor should also be hard to obtain, and getting a full suit should take a lot of effort, even for those who are employed.

Now that I can get behind. More expensive armor.

And then everyone rolls up an armorsmith, gets to work as an independent, and makes a fortune selling their stuff in NPC shops. You'd have to change the crafting difficulties, to make things harder to succeed, to justify the increased fortune that people would spend. And then, you'd have to increase the cost of raw materials, and then you'd have to increase the forage/chop difficulties to accommodate the increased value in raw materials.

Economics is not just a matter of tweaking one thing and saying "hey great job." Economics involves a rippling effect. Make even one tiny change, and it -will- affect everything else.
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January 31, 2012, 11:43:27 AM #36 Last Edit: February 01, 2012, 12:37:15 AM by Marauder Moe
Affecting everything else seems to be the point.

The problem we have is that some people want the struggle and strife to be the focal point of their play. Others do not. Rather than fuck the whole system up, play roles where you can have these things be the focal point of your play.
"Life expectancy would grow by leaps and bounds if green vegetables smelled as good as bacon."
~ Doug Larson

"I tried regular hot sauce, but it just wasn't doing the trick, so I started blasting my huevos with BEAR MACE."
~Synthesis

We really need to add "clan hate" and "indies hate" to the Hate Cycle.
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With appropriate roleplay of course.

Quote from: Marauder Moe on January 31, 2012, 11:05:47 AM
A decent meal shouldn't be on the same order of cost as a freaking weapon.

Seriously.

Outside Allanak with half its food supply sources gone anyway.
https://armageddon.org/help/view/Inappropriate%20vernacular
gorgio: someone who is not romani, not a gypsy.
kumpania: a family of story tellers.
vardo: a horse-drawn wagon used by British Romani as their home. always well-crafted, often painted and gilded

It seems like this is the sort of thing that should be done through player-driven RPTs, not forced onto the players as a regular chore. Certain clans are hard enough to manage as is (Byn comes to mind), and so adding more obligations just seems like a bad idea. Combined with the fact that role-apped people to these clans would likely not have the immediate means to get coded food, contrast with the 40 days-played, 17 year old rinthi warrior who can kill beetles, and you end up with player-made rinther clans eating lavishly while the largest, most powerful clans in Allanak starve due to OOC weirdness.

There's also the fact that if every clan had to get their own food/water, then you'd see a lot more over hunting. Then again, you'd also see a lot less rooms with 20 pieces of gortok meat left behind, I think.

Start with employers and employees really role-playing how amazing it would be to be employed:  food, shelter, water.

We can play around with PC economy all we want, but at the end of the day it comes down to PCs (and players) in the mindset that "pay" is really the "bonus" when one is hired by a House.
"The Highlord casts a shadow because he does not want to see skin!" -- Boog

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February 09, 2012, 11:12:10 AM #42 Last Edit: February 09, 2012, 11:16:33 AM by EldritchOrigins
While removing food wouldn't be good, limiting food would be.  Make the clan cooks refuse to give out more than a certain ammont to any one person ( with some allowances for leader types that would not be limited).  Combine this with food that spoils over time and food would contiune to be a concern for most pcs, not just newer/unestablished characters.

Quote from: Cind on January 31, 2012, 03:00:43 PM
Quote from: Marauder Moe on January 31, 2012, 11:05:47 AM
A decent meal shouldn't be on the same order of cost as a freaking weapon.

Seriously.

Outside Allanak with half its food supply sources gone anyway.

Buy food and eat for a day. Buy a weapon and eat for life.
"I have seen him show most of the attributes one expects of a noble: courtesy, kindness, and honor.  I would also say he is one of the most bloodthirsty bastards I have ever met."

One thing I liked about ... I think it's the Kuraci food, is that you could not put it in your pack. At least you couldnt with the stew. It would spill all over the insides of your pack. I kind of like that idea for clan food. So members can get food from the cooks and it will be good tasty food. But ... they cannot keep it in the pack and maybe it's a little extra heavy. So feel free and fill your face, but if you're going on a crazy long multi day ride. You wont be taking 'that' food with you.

Quote from: Morrolan on February 09, 2012, 01:33:24 PM
Buy food and eat for a day. Buy a weapon and eat for life.

No matter how short that life may be.  :P
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Vennant doesn't appear to age because he serves drinks at the speed of light. Now you know why there's no delay on the buy code in the Gaj.

Suddenly, the population of Viv's increased 300%
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