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Re: Sleeping Bags[message #326418]
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Thu, 10 October 2013 01:33
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Zombiehunter |
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Messages:182
Registered:March 2011 Location: Franconia, Germany |
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Paying people in Balime money for their beds? Those war-profiteering elitist suppositories of the queen? Hell no! Joke aside, I don't see a necessity for that (except if that fee includes some female sleep improving specialist ^^ )
After all, in Balime most of the houses are deserted, so the owners wouldn't mind my mercs crashing there for the time being.
In Alma you got the Barracks, plenty of beds to sleep there.
As in the various SAM-Sites.
And then you have in every major settlement an ACA-Building, which is able to accomodate a few mercs. (In Vanilla you still have the prison cell beds, in BigMaps for example, there will be beds for garrisoned troops in each ACA-Building)
And don't forget, you can compare your mercs with a liberating army and IIRC, the American soldiers were greeted with much hospitality in France in 1944.
The sleeping bag on the other hand is actually a neat idea, add a variety of sleeping bags (starting with some supermarket 10
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Staff Sergeant
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Re: Sleeping Bags[message #329416]
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Wed, 01 January 2014 00:27
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AvianSavara |
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Messages:34
Registered:December 2013 Location: Montr |
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Nice. Just found this thead.
After some recent JA2-induced insomnia, I was giving a lot of thought to a new sleep system for 1.13. You'll notice a lot of the same ideas already discussed in this thread crop up, but hey... fundamentals is fundamentals hehe.
We know that JA2 vanilla mercs are badasses who combat-snooze face down in the dirt with all their gear still on, but would anyone ever choose to sleep that way if given an alternative option? My guess is NOPE.
Default option: Sleeping in the rough. 50% penalty to your sleep quality and duration. Any modifiers after that help counter that initial handicap.
Basic concepts
Sleep quality: Based on your sleeping conditions.
Can be improved by relative safety (Ex: being in town or a sector with buildings, or sectors with no adjacent enemy patrols spotted recently, etc)
or enhanced by sleeping gear (Ex: folding mats, sleeping bags, bivvy-bags, a real bed, etc)
or everyone's favourite thing: DRUGS! (Melatonin pills, various soporifics, etc)
Sleep duration:
Different mercs/IMPs/RPCs should have different sleep tolerances (some people are good in short 3-4 hour shifts, some people sleep 12 hours, and nine-to-fivers need their respectable 8 hours) and patterns (night-ops people are generally nocturnal, meaning they get more tired during the day when they would rather be sleeping).
Sleep pattern:
"Nine-to-fiver" - Requires 7-8 hours straight to be efficient, particularly at night.
"The Sloth" - Apparently needs 10+ hours of sleep. Suffers more from worsened sleep condition.
"Nocturnal" - Night-ops types. Get more tired during the day, but benefit from better sleep quality during daytime.
"Military power-napper" - Doesn't benefit from long sleeps. Prefers frequent, short, efficient naps between assignments.
"Insomniac" - extended wakefulness period, but reduced performance near the tail-end of it. Light sleeper.
Beyond this, traits and personalities could very well be implemented :
Loner archetypes don't like hearing others snore and whatnot. Sociable types can't sleep alone or else they kind of freak out.
Intellectual types are more likely to be insomniac because their mental hamster's always spinning the wheel.
Item Roundup:
Some items listed here are already included in the current version of the game, they would only be needed to be tagged accordingly.
Sleeping gear: Folding mat, civilian sleeping bag, military sleeping system, fire blanket, foldable camping cot
Sleeping aids: Melatonin pills, serotonin pills, valerian extract, beer (the hops make ya sleepy)
Wakefulness aids: Wake-up pills, Modafinil, Coffee, Energy drinks, military-type energy gum.
Sector tags:
SECTOR_HAS_BUILDING (boolean) (sleep quality improved)
SECTOR_CONTROLLED_BY_PLAYER (I'm sure that must already exist)
SECTOR_JEOPARDIZED (boolean, if false, sleep is less likely to be interrupted = feeling of safety)
Sleeping gear values: (numeric, range 1-5) (as Silversurfer mentionned, they should not stack, though you should be able to combine a bedroll with a bedding)
Bedrolls:
- Sleeping mat (1)
- Hammock (2)
- Foldable camping cot (3)
Bedding:
- Fire blanket (1)
- Civilian sleeping bag (2)
- Military sleeping bag (3)
Mixed-use
- Military sleeping system (4) (note: includes a sleeping mat and can't be combined with other types)
Let me know what you folks think
Note: I've excluded any discussion of bivouacs/tents because this is still a sneak-around-arulco game, but feel free to devellop!
[Updated on: Sat, 04 January 2014 04:55] by Moderator Report message to a moderator
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Re: Sleeping Bags[message #333010]
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Thu, 22 May 2014 22:49
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Julix |
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Messages:105
Registered:June 2010 Location: Canada |
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I like the way AvianSavara said it: trying to find *new ways* of making the game harder without resorting to "make enemies tougher!"
Making the enemies tougher can be done in many ways, the best one would be to actually make them smarter (i.e. one of the hardest thing to do, it seems, is messing the with the AI in such a way that it comes out much better after). Bad changes to the AI (making them omniscient or other things) could make the game harder but not in a realistic/fair way. - You could make them unfairly better (i.e. they get less damaged from shots, and things like that, in such a way that it's still strategically interesting for people who like playing at a huge handicap, but it would break my immersion a little to think my mercs are sissies compared to her troops...
I'm playing without the food mod mostly, because like you I don't necessarily feel like wasting more time not doing what I consider the "playing" part of the game. - However the game is never hard enough for food really to matter (cause I don't play it on that high difficulty), thus making it a waste of time. But if you did want to make the game harder, fighting horribly because you're nearly starving would effectively make the enemy tougher without making them unfairly better. Similarly if you sleep worse cause cause someone decided to make you sleep in the desert without a sleeping bag, that too could be fun for simulationist players.
I even went as far once as thinking about proper hygene and how it matters a lot for morale and sneaking and a few things in real life, but even if it was automated and didn't take up new inventory slots (we just assume they have access to soap and water anytime they're in towns) and they use it when they need it unless battle was going on, it could still matter... also we already have slobs and snobs as variables for characters, so imagine if a snob with "it's important to me" is hanging out with the redneck psycho slob guy who's proud of the stench he's built up covering himself in enemy blood... opportunity for more roleplay and stuff. -- However since inventory management is taking me way to long already, I feel like this is a little like needing a cleaning kit and needing to tell my people to clean their guns. It's something every proper soldier would do with their own gun on a regular basis anyways - still if you're on a long ass desert mission where stuff gets dirty faster it could be relevant to a battle. Instead to me most of the time it just means spending more energy on sorting through almost equivalent weapons to take the one that is least dirty while in best condition.
Anyways, got a little off topic, my point is more options is better, even if I won't use a lot of them.
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Sergeant
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