Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Topics - Vylsok

#1
Ideas / Based on New Update: Climate Effect
August 13, 2014, 12:26:43 PM
I just read through the new update and it looks great.  The part about the coasts not having any function (yet) piqued my interest. If you combine it with the new detailed level of health, adding climate to the game might be simple and extremely useful!

The most simplistic way to add it would be to add temp and wind as modifiers. Wind plays an integral part on the effect of the human body and possibly even adding decay to objects and structures.

Area of effect could be calculated similar to the "home" area feature, and objects, biomes, and other aspects could be used to modify "zones".

Temp: v. hot, hot, warm, nice, cool, cold, v.cold
Wind: gusty, constant, normal, doldrums


  • Mountains could modify to reduce wind
  • Coasts are constantly windy
  • Objects generating heat may be required
  • Objects for cooling may be required!
  • Some walls protect better than others
  • Wind power could be introduced...but would be useless in certain areas!
  • Turrets and other objects could overheat or freeze
  • Clothing would protect from exposure
  • Hustle and fatigue could drop at more dramatic rates in inclement environments
  • Sieges in harsher conditions could reduce enemy health or force them to give up after a time
I'm sure there are plenty more ways to have an effect on the game, but I think temp + wind would be simpler than a full blown climate module and have a dramatic impact on gameplay.

Hope you find this useful!