Bars that deplete
Player needs to keep 'em high to not suffer
Eating, Restaurants, B&B
Drinking, Restaurants, B&B
Standing still for any reason, "Take a Break", Resting, B&B
Days of Past Past Edit
Excluded since space, expand for motivation
Main survival factor, and reason for the Capture system
May be fused with Hunger
Both are consumptions
Difference is somewhat semantic; food can be gained from enemies but water from exploration
Only included for a more "realistic" approach to needs, may be tedious to knock out in the field all the time, unless that depletion is very slow
The, ah, need to go also counts as exhaustion.
What are you talking about? Go?
Just get it over with when we're taking a break.
Same complaints as Exhaustion, may even be merged with it?
Both require rests, the player could just be assumed to be taking a nap
Difference is only semantic, fighting a battle doesn't make you sleepy, it makes you tired
Rename the compound bar "Rest"?
Then again, if the bars can be raised simply, there is no reason not to include them
Then again again, the "Take a Break" option would just be "Take a Nap", which would also deal with Sleep, so they can be merged
Then again again again, the player needs to be able to go
So "Take a Break" would deal with that I suppose
Only reason Sleep is a thing is because it is separate from Tiredness
You should be able to go through the game and be sleep-deprived, whilst still taking rests between workouts or whatnot
But that might not be very fun
I'm thinking merge
But then you'd lose out on the sleep-specific ailments
Standing still for any reason, "Take a Break", Resting, B&B
"Take a Break", Resting, B&B
Because Go is increased by eating or drinking, and we don't want Exhaustion to increase by doing such
But Go could also be included in Exhaustion as mentioned, as they have the same Remedy
And its cringy to come up with ailments for the Go bar getting low
And nothing of worth can occur when the Go bar is depleted, it would just fill up to the top and give the user some sort of ailment?
So probs not, its not really survival
For gameplay purposes, it is best to exclude it
Again, Hunger and Thirst are so similar that it may not be worth it to keep 'em separated
But they acquirement of Food/Water is distinctly different
So yes, I would keep it
Can have even more impact if eating dry/spicy food increases thirst
As well as some drinking holes have poisoned/undrinkable water
As well as going into enemy camps to steal their supplies
Great HP/AP regeneration, as well as Hyper stability, inter-battle
Increased efficiency of "Wait" in-battle
No HP/AP regeneration, as well as Hyper being emptied completely, inter-battle
Decreased efficiency of "Wait" in-battle
No passing out, but specific ailments depending on subsistence type (only when precisely 0)
Lower amounts of subsistence types gives the user an initial ailment of one of the regular types
So 50 in Hunger would give 1 DeHit, whilst 0 would give 50 DeHit upon start, which then are treated as normal
Unless the value itself is based on stats/grades
Reduce combat ability accordingly
Increase when full/well-rested??
Might become too micro-managy, and an auto-feed makes it OP?
But it might make it more interesting?
Just be the main factor of inter-battle regs? So max everything restores HP like its nothing? And being recently fed/rested increases it moreso?
When way too low, pass out/game over?
This threshold would be crazy low compared to when the negative effects kick in, or would just deplete far slower at that time
The player would also be given plenty of warning signs to fix it
For Exhaustion/Sleep, this causes a pass-out which is then fully cured
Will not deplete during safe-zones, but will not increase by itself either
Will deplete after battles, depending on factors like turns taken and damage taken
To show that the players are really exhausted after that last boss
Will not deplete during battle?
With the motivation that the player has enough to worry about?
"Your survival bars will not deplete during battle, however. That's adrenaline for you. But when that wears out you'll suddenly get your senses back, so don't be surprised if you're more spent than you may think."
To make it more variable (and thus interesting), depletion also depends on party size?
Seeing as the bars are party-based
Also decrease the gains? 1 unit of water will give ~1/3 of the thirst quench if 3 in the party?
Since this is more bts than it is an integral part of the combat system, the user cannot level grid it away
But Max.Exp lowers the threshold, and/or reduces depletion rate
General Cures Edit
Thirst is maxed out in Restaurants
Exhaustion is maxed out in Inns
Both are maxed out in B&Bs
HP/AP is maxed in any of these
Can take breaks/naps with 0 chance for encounters
Even outposts have large chance for finding loose foods and waters
In the field
Thirst by drinking water from the jug, can be refilled in the field if the player passed a lake or something? Also steal from enemy camps/enemy humans themselves?
Exhaustion by stopping for a break
Low chance of enemy encounter during quick fade-to-black
Applies to the entire team and not for each individual?
Would be hella tedious to always feed like 9 characters
Unless there's some more streamlined feature, or auto?
Would sort of remove how certain characters prefer certain foods over others
But this can be calculated with a party average affinity, or something
Most significant, since this isn't always readily available, and has the most significant side effects
However, the player has a "water jug" special item in the battle pack, with a certain amount of "portions"
Can be used as any item in-battle, on any target
Restaurants in town
Probably quickest depletion, but regains somewhat after every map change
Going 0 means the character takes a forced nap with increased encounter rate
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