Despite the current feature freeze before release, i think the aforementioned three mechanics would highly benefit MO2's launch considering its current state and where its lacking. What i suggest is a basic form of all three mechanics that should be relatively easy to implement and could be expanded on later when the development can afford to spend more time and resources on it.
Weather:
The weather should not affect players by direct damage of any sort at first, but rather affect the existing Reserves mechanics in a simple and straightforward manner. A division into 3 categories would cut it: Clear, Mild, Harsh.
Clothing:
Eventually tied into the Tailor profession, clothing should have 2 main functions with the third being cosmetic. It's main functions are either providing warmth/protection from the sun and potentially also offering additional storage slots, in a similar fashion to bags in the inventory.
To begin with, camps should offer shelter and cooking while traveling. shelter reduces the effects of mild or harsh weather and the cooking station would allow players to address already lost reserves, be it stamina or health.
That's it. All three systems could be heavily expanded and made more complex, but my goal was to offer something relatively simple that would tie into existing mechanics.
Would love to hear your thoughts; if you like or dislike it, if you have any suggestions and where do you think should this stand in the current priority list.
Weather:
The weather should not affect players by direct damage of any sort at first, but rather affect the existing Reserves mechanics in a simple and straightforward manner. A division into 3 categories would cut it: Clear, Mild, Harsh.
- Clear (~18-25 degrees celsius): Clear, calm weather of comfortable temperatures. No effect.
- Mild (below 18 or above 25c): Mild cold or heat. none-lethal but serves as a hindrance. Slowly drains stamina reserves.
- Harsh (below 0 or above 40c): Harsh cold or heat. potentially lethal and requires relatively quick action. Drains stamina and health reserves.
Clothing:
Eventually tied into the Tailor profession, clothing should have 2 main functions with the third being cosmetic. It's main functions are either providing warmth/protection from the sun and potentially also offering additional storage slots, in a similar fashion to bags in the inventory.
- Warm clothes: To address the two levels of weather conditions, two levels of warmth should be provided by clothes which should almost mitigate the effects of mild & harsh conditions, but not entirely.
- Sun protecting clothes: As with warm clothes, sun protection clothes help to mitigate most but not all effects of extreme heat.
- Nice to have: Pockets, pouches and bags. Pockets can be added to certain clothes, offering more storage capacity.
To begin with, camps should offer shelter and cooking while traveling. shelter reduces the effects of mild or harsh weather and the cooking station would allow players to address already lost reserves, be it stamina or health.
- Camps should come in two levels to address the two levels of weather conditions by providing shelter.
- Once placed, camps deteriorate and despawn after a relatively short period of time unless actively maintained with materials.
- Nice to have: Campfires raise smoke which could be rendered from a distance, presenting additional risk of being preyed upon by criminals and murderers who can spot the smoke from a distance.
That's it. All three systems could be heavily expanded and made more complex, but my goal was to offer something relatively simple that would tie into existing mechanics.
Would love to hear your thoughts; if you like or dislike it, if you have any suggestions and where do you think should this stand in the current priority list.
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