Community Input: Food & Survival Overhaul

Hey everyone,

In a recent poll conducted with members of our HL2RP community, we discovered that the topic of food & survival is one of the prevailing subjects our user base wants us to focus on. This thread will act as the official way for our community members to help us generate ideas on how to make clothing an interesting and dynamic system for the server. Please be as thorough in your response as you can. Remember: We want to make gameplay features that tie into already released content or planned additions to create more synergy in RP.

Here are some general questions I've come up with to get the ball rolling and aren't all-encompassing. Please try to look beyond the questions provided.

  1. How can we make rebelling more of a task of survival?
  2. What needs should a user have? (Ex: Food, Water)
  3. How does food play into industry and commerce?
  4. What are the PVP and PVE dimensions of food and survival?
  5. How does the map environment play into survival?
  6. How does crafting impact survivability?
  7. How are food items manufactured?
  8. What benefits are there for survival when living in the combine controlled city? (Instead of trying to survive in the outlands)
  9. Should farming be implemented?
 
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  1. Moving the rebel hub within the sewers rather than the OZ would put rebels more at risk considering how cramped the sewers are, making it easier to find an NPC.
  2. Food and Water show some importance in the aspect of Survival. Separating the two, and making them go down faster/have food give less hunger back would be good to make those needs more important. (just don't over-do it)
  3. Assuming rations provide barely enough to survive until the next one, it would encourage users to get on CWU Commercial and sell food to make money.
  4. Although I believe food should be kept out of PVP, we could make the NPCs patrolling the OZ and sewers drop some food (maybe suspicious meat?) so that players are more likely to kill the NPCs rather than flee.
  5. Cliffs and toxic water could lead players to be more careful with their environment so that they don't get hurt or die depending on the severity.
  6. Crafting is already somewhat tied to survival with Food and Armor, an alternative to water that would be craftable from some specific items would then tie it completely with survival.
  7. Through a cooking stove makes the most sense, maybe a "scrap" alternative that is more limited for rebels could be added.
  8. The city itself doesn't have the usual NPCs, and has it easier to find or get food compared to the outlands and sewers. As it stands, unless you are actively going to grab a rebel suit and items to shotcop, going into the outlands or sewers for other reasons than looting doesn't really happen.
  9. I don't think farming would be required.
 

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