Item HP

Started by Flaky, February 03, 2017, 09:45:50 AM

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Flaky

Crafting HP
When crafting an item, the health of the product should derive from the HP of the items.

For instance, if you use cloth that was left in the field to deteriorate, then the tshirt made from them should come out pre-deteriorated.

Let's do a few simple calculations to show what I mean.

A t-shirt takes 50 materials.  If you used a stack of 25 at full HP (100/100) and a stack of 25 at half HP (50/100), then the end product HP is weighted accordingly at 75/100.

Product HP = Product_Max_HP*Sum(HP_i)/(Materials*Max_HP)

This gets slightly more complicated when dealing with multiple materials, but they could always be weighted individually.


Food Spoilage
Food spoilage should be a direct result of item HP.  If you leave food out in the rain, it's HP degrades and the freshness decreases.  I think item HP might also be a simple and less random way to deal with food poisoning.


Implications

  • The details page of the crafting stations now actually uses the item HP slider.
  • Corpses on the verge of rotting will yield meat on the verge of rotting.  Free programming logic!
  • But what do you do with degraded materials?  Burn them?  Sell them?  Perhaps degraded materials could be recombined to make a smaller quantity of materials with a higher HP.  Crafters could take 2 cloth at 50/100 HP and combine them to make 1 cloth at 75/100 HP.  You can then make nearly pristine products from degraded materials, but at an exponential cost.

Limdood

I would not enjoy this

Ace_livion

i like it.

but I believe if you do a nice + skill level (cap 100) at the end. then it will be perfect.
right now it looks to punishing, but having a good tailor will help mitigate the damage.

this way whit a Expert tailor you can use cloth damaged all the way down to 80% while 5% cloth from two seasons ago left in the raid will hurt you product.

since i believe it would we a pain, if cloth becomes a sacred resource that have to be hauled at the minute.

Flaky

There is always room for a fudge-factor to balance out the difficulties of working with deteriorated ingredients.

The effective HP of ingredients could be Max(100,HP+Recipe_Specific_Tolerance).  So Tribal Wear might come out at 100% HP even if made with 70% HP ingredients but a Button-Down Shirt will never come out at 100% with anything less.

Man_Jones

What does item hp do, in the case of weapons and clothing if anything? Yes I know that colonists wearing 50% or less hp stuff makes them unhappy but besides that.

b0rsuk

It's realistic but I wouldn't enjoy it. It would make people obsessed about storing stuff indoors immediately. Any inefficiency in colonists automatically hauling or not hauling harvest indoors would be infuriating.

Ultimately, it's a matter of definition. You seem to define "15% HP" as "15% of total integrity". I can define "15% HP" as "15% left until the material is not usable anymore."

Similarly, in other games, a person with 20 out of 100 HP is not necessarily 20 HP away from death. Hitpoints can be defined as number of damage the person can take and still be able to fight.

TKTom

Quote from: Man_Jones on April 07, 2017, 02:27:10 PM
What does item hp do, in the case of weapons and clothing if anything? Yes I know that colonists wearing 50% or less hp stuff makes them unhappy but besides that.

Guns with low hp are less accurate. Armour takes hp damage when it blocks damage so low hp armour wouldnt last as long. I'm not sure about melee weapons.

You already mention the mood debuff.