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+1
No it isn't. -1
Having any drop mechanic ruins the sense of risk and uncertainty.
If someone is scavenging for food after a disaster - maybe Hiroshima, if we're familiar with Grave of the Fireflies, and other depictions - the default position isn't "I will find some food if I open enough people's cupboards" but "I will not find some food".
Or Blame! was probably an inspiration for TFW. The feature-length version of that had a nice bit where a village is delighted to find a food resource, and when we see it it's clearly the sewer-pipe of another village somewhere else in the structure.
Scavenging is a much harder human experience to simulate than the "Rarr I kill you!" of an FPS game. It's more nuanced than aggression, and requires more art. Probably more art than Fun Dog can offer it.
Sorry I mean Barefoot Gen
Well you can explain it as a army supply post or something like that, and if you loot it too often security of it will increase and your rep with the associated vendor will drop.
That would be an awesome concept that you start the same map and even though some of the features stay, the layout would be complete different.
If its foggy it is in complete control of eurasia