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-Furthermore, passive HP regen would not be increased resting, so there wouldn't be an incentive to sit around, doing nothing. You'd gain zilch doing that past your bleed being healed. Go around and ♥♥♥♥♥♥♥ live.
-Of course, the screens showing you how damaged you are... too obstructive to your view. As such they could see to be made more transparent and less intense, all around, letting you see more of your screen when your injured as, with many dinosaurs, you'll expect to be damaged for a lot longer than current before returning to optimal condition.
-Given I nerfed the ever loving ♥♥♥♥ out of passive HP regen, I wanted to offer an alternative, active means to do so: eating. You would, thus, restore health 1:1 with food intake. This means dinosaurs with more maximum HP need more food to restore all of it, and dinosaurs with smaller stomachs cannot restore HP as quickly in one sitting. This both makes herbivore food bushes more valuable and any corpses far more precious. If you play aggro, expect to need more food. If you fight on a full stomach, you will deal with the consequences.
-Standardizing corpse sizes is a no brainer and if you have tested some of the values, you'd see how ridiculous they are! Juvie Utahs yield absurd amounts, Trikes yield pathetically little (to where hunting them is counterproductive to the risk when say, a Dilo gives more food)
Specifically making herbivore bodies worth as much as their weight, and carnivores be half of their weight, is to both make herbivores more appealing prey statistically and make fighting rival predators as a carnivore a pretty bad choice if you can simply drive them off.
-To avoid rewarding players that barely scrape by, and reward those who maintain their dinosaurs well, being on higher food % would leave you with superior bleed resistance. Starving animals would bleed out faster than one's in peak health. So ideally you want to balance that benefit with being able to restore HP. Half hunger or so.
-Every time you'd heal off any bleed that was inflicted, it would take a hit onto your thirst. Thus this would drive interesting behavior in players. If your herd all just warded off an Allosaurus pack's attack, you are now all going off to the waterhole to drink, thus exposing you to potential danger, and forcing tough choices of whether you eat food - to restore health - or have to risk being very low thirst.
-Last but not least, a change that isn't specifically combat oriented but more of an immersive af change: causing each consecutive broken limb within an hour's timeframe to worsen your speed and damage. If your Trex decides to have a cannibalistic streak, that's fine, you do you man, but you are going to be getting slower and weaker as you keep doing so, thus frequently doing this is a poor decision. Likewise taking dinosaurs into poor terrain choices, such as alpine escapades with a Sucho, leave you likely to really regret life choices. This counter's stack caps at 10.
And... I need help making your post-1.0 lives more valuable. I'm all ears :D
For the "fractured" counter, would you say that a limit on how many you can get should be imposed? Lets say you can get up to 10, so you are 50% slower/50% less damage; anything higher would give you no chance imo (even then good luck surviving at 50% speed for an hour)
So step 1 is to take a more direct control of your animal's metabolism as well as their health condition. Those whose physical needs are in more dire circumstances can receive the greater benefits, those who have those needs met on the regular basis are to retain their highest defenses.
To the end, I kind of had huge crush on the ideas of perks back in the olden days when someone first brought it up. The idea that if your animal survived past adulthood for a good amount of time, you could earn said perks and augmentations. Tell me, though, what do you think of this. I had originally considered this back when you discussed changes to juvi, the idea the juvi gameplay could factor in more important components of game besides afking for two hours.
To start, on a realistic note, everyone's youth is an incredibly important point in their life that will factor in latter. It's your foundation of the creature you'll eventually end up as, and legend you can inspire.
It is, after all, your legacy.
For purposes of gameplay, let's say that these things your juvi touched on set up hidden objectives and quests that you can only take on when progressing into an adult. Such as managing to kill another player-not ai-as a juvi, then doing so again as an adult will net you a perk like 'First Blood' which can give you a 10% dmg bonus. The only requirements is that these quest can only be gained in your juvi/sub phase, are available after you progress to adult, closed after you reach full adult, and the perks you manage to get earn appear later.
This might seem unrealistic, but honestly we're dealing in what-ifs right now. What if your animal were super special and stuper stwong kind of what-ifs. At the very least, I think this could give people an idea of what and how they want to play. At the very least, I don't think the player should be told what these objectives are-should be something discovered by the community.
If someone needs food I feel that they should be able to gain more benefit out of taking risks than someone who's quite comfortable. Ideally this would result in things such as a predator not opting to attack something on-par with it if it's well fed, only going for lower risk targets that won't result in needing to spend a while healing, whereas a ravenous Allosaurus would be willing to hunt Carnotaurus or a Sub Trike, knowing full well it's going to get harmed in the process but being able to heal off the wounds.
So here are some perks I thought of for the animals (non specific in particular) in game:
Legacy- Bloodhound
Grants- Allows you to automatically see blood prints on the ground without scenting.
Appears- As a juvi when using your standing scent animation on X number blood prints.
Gained- When repeating the same process as (sub)adult on 2X number of blood prints.
Awakened- Scenting a blood print after maturation.
Legacy- Nocturnal
Grants- Improved range of night vision.
Appears- As juvi, you must go an entire night without toggling night vision.
Gained- As (sub)adult you must do the same.
Awakened- Toggle night vision after maturation.
Legacy- Prometheus Vulture
Grants- Makes all gore edible/gore pile one size down edible.
Appears- As juvi, use scenting ontop of gorepile while taking damage from starvation. You must be be suffering.
Gained- As (sub)adult, scent out gore piles that you cannot eat.
Awakened- When taking starvation damage after maturation.
I'm gonna stop there before I lose credibility. But this is how I want the system of legacy to work. Course I'm really curious to see the affinity system the devs are working on.