Improving consumables in several ways.
Portions (Consuming items multiple times)
Pretty simple. Allow the consumption of items be repeatable by a set amount. This allows large items to be much more cost-efficient in terms of inventory space and food/water content. This is compensated by the amount of weight it has, where it is also reduced depending on the amount left.
Using food/water that can be consumed multiple times will still let you hold it until all of it is gone.
Some examples of these items:
- Chocolate Bar (2 portions, gives 10% food each for a total of 20% food)
- Blood Bag (2 portions, gives 25% health each for a total of 50% health)
- Bottled Water (2 portions, gives 20% water each for a total of 40% water)
- Large Bottled Water (3 portions, gives 20% water each for a total of 60% water)
- Bread Loaf (6 portions, gives 10% food each for a total of 60% food)
- Egg Carton (6 portions, gives 5% food and water each for a total of 30% food and water)
- Cake (6 portions, gives 15% food each for a total of 90% food)
- MRE (3 portions, gives 30% food and water each for a total of 90% food and water)
Medical Effects (Temporary bonuses/penalties for using items)
In 3.0 some items heal broken bones, restore immunity and restore energy. That’s pretty much it. Maybe in 4.0 there should be reworked to give slightly different but much more long-terms effect instead of instant effects. They cannot stack however, anything longer will overlap the current duration
Examples below. Note that most may retain health/immunity /energy bonuses, some are reduced or removed.
Bonuses:
- Painkillers/Morphine - Grants 10% damage resistance for 2 mins/4 mins
- Energy Bar/Energy Drink/Adrenaline - Grants 25% stamina recovery and -25% stamina consumption for 30 secs/1 min/2 mins
- Medkit/Splint/Morphine - Grants +100% bone recovery rate for 1 min/2 mins/4 mins
- Antibiotics/Vaccine - Grants 25% infection resistance for 2 min/4 mins
- Heatstim - Grants 50% cold resistance for 5 mins
- Rag/Bandage - Removes minor bleeding, reduces bleeding grade by 1 (e.g. Moderate > Minor)
- Dressing - Removes minor/moderate bleeding, reduces bleeding grade by 2 (e.g. Major > Minor)
- Suturekit/Medkit - Removes any form of bleeding
Penalties:
- Addiction - Grants +10% effect/duration for addicted item and -25% effect for other items for 10 mins (Consume same item 3 times while timer hasn’t reset)
- Hallucination - Strange visions for 1 min (Consume certain berries and certain drugs)
- Broken Leg - Cannot sprint or jump and grants -10% walking speed for 2 mins (Fall from great heights)
- Minor bleeding - Small health loss for 1 min, -1 hp per 10 seconds (Receive >20% damage from 1 hit)
- Moderate bleeding - Moderate health loss for 1 min, -1 hp per 5 seconds (Receive >40% damage from 1 hit, overlaps minor bleeding, becomes minor bleeding when expired)
- Major bleeding - Major health loss for 2 mins, -1 hp per 2 seconds (Receive >60% damage from 1 hit, overlaps minor/moderate bleeding, becomes moderate bleeding when expired)
More Food (Just more food… like more cooked variants of an item)
Not much to explain, there should be more food for more diversity. Other than that, there should be also:
- More cooked variants of a single item such as Baked Potato (Potato), Omelet (Egg), Toast (Bread Slice), Toasted Loaf (Bread Loaf), Cooked Corn (Corn)
- Some items can be crafted into pieces such as Bread Loaf > x6 Bread Slices, Egg Carton > x6 Eggs, Cake > x6 Cake slices
- BRING BACK BRAN CEREAL