Hunger

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The main concern of players is the overall hunger bar. This should be below the Stamina and Willpower bars, and if selected should open a window that exposes multiple "nutritional subcategories," including fluids.

At it's core, hunger is the percentage of normal stamina and willpower regeneration the character experiences. Overall hunger is calculated with the weighted values of;

  • Water
  • Protein
  • Carbohydrates
  • Fat
  • Minerals
  • Sugar
  • Fiber
  • Salt

willpower healing rate = ((water) + .60*(carbohydrates) + .15*(protein) + .15*(fat) + .05*(fiber) + .03*(minerals) + .015*(salt) + .005*(sugar)) / 2

stamina healing rate = ((water) + .60*(carbohydrates) + .15*(protein) + .15*(fat) + .05*(fiber) + .03*(minerals) + .015*(salt) + .005*(sugar)) -100

As the value for healing stamina can be negative, it is possible to starve to death. Since hunger includes the need for water, starvation and dehydration are connected.

Contents

Taste

To mitigate the tendency towards the entire playerbase finding a simple, cheap diet of powerbars, gruel, or something similar and settling into a rut add a "taste" system. All food items have a set of flavor traits each of which have a value between 0 and 100. Eating an item of food increases each trait by its value while reducing the other 5 by 1/5 that value. Some food items have multiple non-zero values, in which case each value is treated as if it were a different food item in order of "strength." The total taste value of a food item must be at least 50.

If the character's (value of flavor) * (total hunger as a %) is greater than 50 the character will refuse to eat an item that would further increase their rating in that flavor.

Flavors;

  • sweet
  • sour
  • bitter
  • salty
  • umami (savory or meaty)
  • none

Becoming Hungry

Each nutritional type degrades at a different rate. Each of these range from 0-100. All times are real time. Consumption of excess nutrition of a particular type is wasted. Each time a point of Stamina is restored the character may loose some points from each nutritional type.

typebase expenditurestamina regeneration expenditure
Water*hour**1/endurance
Carbohydrateshalf hour1
Proteinhour1/strength
Fiberfour hours0
Fat8 hours5/endurance
Minerals2 hours1/(sqrt(endurance))
Sugar8 hours5
Salt4 hours1/(sqrt(endurance))
*Unlike other types of nutrition, water can become negative, ranging from -100 to 100. Drink fluids.
**Temperature can significantly impact this rate of loss.

Refilling

Obviously, the easiest way to mitigate hunger is to consume the necessary nutrition. This can be done by consuming rations and other foodstuffs created by a Cook.

micromanagement relief

To reduce the level of micromanagement necessary, each time a character's overall hunger moves down while not engaged in an activity he will check his pack for a food item which has (taste) * (total hunger as %) less than 25. The first such item they find will be consumed. If the character's hunger is less than a player set value (default 50%) the first time the character isn't doing something he will search his stores for food, consuming the first item which he would not otherwise refuse to eat (see taste above).

Because water has such a heavy impact on hunger the character will auto track and refresh that separately.

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