Board Thread:Suggestions/@comment-24108228-20140713003210/@comment-24899099-20140713024255

Seeing this i decided to add my opinion since this if added would be a huge change to certain game aspects.

So, Since I like math and Formulas in particular i decided to start here, It is also as the top and makes the post easier to compare in a chronological order.

NoBanana wrote: Once you have 100 hunger, consuming certain items will increase your saturation. The amount of saturation is worked out as follows: If I have an item of food with a max saturation of 50, and a base saturation of 5, cooked by a player with cooking 6, that means the food restores 5 + 6/2 (which is 8) saturation per portion. If however, I was already at a saturation of 50, I would reduce that value by 1 on consumption, therefore I would only get 7 saturation per portion. If I was at 55 saturation, I would reduce it by 2, 60 would reduce it by four, and so forth. Therefore, once I am at 85 saturation, eating that item of food would no longer improve my saturation (although it would already have expired it's usefulness far before that point, by the time it is only restoring a couple saturation, it's probably not worth the food you are consuming).

For some more examples, if I had an item baked by a baker of level 10 and a base saturation of 10, with a max saturation of 100, and my saturation was at 130, I would do: 10 + 10/2 - (130 - 100)/5 15 - 30/5 15 - 6 To get a result of 6 saturation per portion.

So yes, If we take what you said in the text NoBanana wrote: If I have an item of food with a max saturation of 50, and a base saturation of 5, cooked by a player with cooking 6, that means the food restores 5 + 6/2 (which is 8) saturation per portion. If however, I was already at a saturation of 50, I would reduce that value by 1 on consumption, therefore I would only get 7 saturation per portion. If I was at 55 saturation, I would reduce it by 2, 60 would reduce it by four, and so forth. and bring that through the formula provided we get that even at saturation 50 the addes saturation would be 8, once saturation is at 51 the added saturation would be 7.8, then at 52 7.6 etc. If we round that off in the script we get that the saturation will only lower once you are above max saturation, Being at max and eating gives the normal saturation. This also makes it so that you'd get 1 saturation even at 85 saturation, Since 5 + 6/2 - (85-50) / 5 8 - 35/5 8 - 7 = 1 This also means that you'd get 1 saturation until you had 88 saturation. Minor issue though. On a side note this formula would mean that above 92 saturation would actually give negative 1 saturation next time you ate, Easily countered but still a side note

Also NoBanana wrote: For some more examples, if I had an item baked by a baker of level 10 and a base saturation of 10, with a max saturation of 100, and my saturation was at 130, I would do: 10 + 10/2 - (130 - 100)/5 15 - 30/5 15 - 6 To get a result of 6 saturation per portion. 15 - 6 = 9, Right? anyway, If this formula is used the food sources that gives alot of base saturation will really only be useful for a low level Cook, As an example, a lvl 20 Cook can make 1 apple pie and get 20 saturation from it each portion.

however, he could also easily throw some chicken on a fire and each chicken would give 12 saturation with each portion, This would make Pies and Bread into and the hard to get food sources into worse choices over easy things to get like chicken or bento meat, This would literally make it so that the better the Cook is, The simpler Foods he should make, Not what you initially intended :/

ALSO (Sorry i know it's getting tiring but well if noone starts to fix it it'll remain a problem) While i could see this appled too food sources we Craft, Bread, Pie, Stew etc it would be very hard to apply such a thing to drops from animals, You must at one Point have the script assign your cooking skill to the item, Items that are simply cooked (Meats mostly) will never get that chance since there is no efficient way to check Who is cooking the meat, My only suggestion is that we make animals drop Bodies, that the Cook later can remove the flesh from by crafting the body, This would add a nice opportunity to initialize the script, We could also make it so that you'd need a higher cooking skill to get the meat from the more meaty animals, Like cows, Making it neccesary to have a good Cook to get that massive pile of cooked beef and giving an even better incentive to the cooking skill!

Bread, Pie and the like would ofcourse have the script initialise when the dough was crafted, That variable can probably be transfered from the Unfired Product to the cooked one.

Now to other parts of this post,

NoBanana wrote:

Cooking Incentive
I have already mentioned one solution, Please read that if you haven't.

Next on the list? NoBanana wrote:

Occasional Raiders
First I'll mention that most "Occasional Raiders" Don't even try to fight you, Many just burn a couple of Buildings, Store/all then forage your farm while you hack away on him, It's not like you can actually do anything beyond teleporting him away.

Nobanana mentions that :

Because when you think about it, the only reason a tribe is slower than a mithrilite is because they spend more time on luxuries than tools. If the entire tribe was mining iron and coal, and hunting down bluesteel resources, it would be a different story, but since the tribe is busy making themselves a nice cottage with lots of pies on the table, they don't have time for mining. Should the fact that they specialise in bakery affect their ability to fend off a bored mithrilite? Well, that's debatable, but it is certainly more fun for the majority group if it shouldn't. This is debatable yes but seriously, If a tribe wants defence Then they make Defence, These people make food, They want food. If they want to defend themselves they should get defense Aka make weapons. I don't personally Think that they should be able to defend themselves just because they have higher quality food. Though that it would make them more healthy is a fair Point, and i can stand behind that however if the villagers who eat good get healthy, shouldn't the warrior who spends time mining, Hauling ore and smashing metal be big and strong and do more damage? shouldn't the raider who spends time running around in Heavy armour and honing his skills be able to kill a farmer just because the farmer ate some pie earlier? No, This would be fairly unfair, That those who specialise solely in killing would be at such a disadvantage.

NoBanana wrote: Plus, in real life, a starving knight on horseback would most likely be defeated by a village full of well fed, healthy, and fit villagers who were armed with primitive weapons. If the Knight was starving yes, But we aren't even talking about Hunger, We are talking about saturation, Overfeeding. In real Life these well nourished villagers would be fat. They wouldn't have a strength boost, They'd have a stamina decrease. And really since when has a raider been starving? Usually Before they leave their base (or if they are nomadic whenever they go on an Island with food) they fill their Hunger Bar to the max, They don't go into the fight hungry or starving.

NoBanana wrote:

Single Dimensional Combat
Ok, when I say combat is single dimensional, I tell a lie. There is a huge number of factors to consider. However, they still all follow the same basis. Better Smithing = Better Weapons This is both unrealistic and boring. A well fed and fit soldier is capable of killing someone with slightly better weapons, who doesn't have such good health or physical posture. If there is one skill that determines if you can beat someone in PvP, that makes it rather linear. By adding what is effectively a potion of strength, it makes combat more interesting, as if you use your food at the right time, you can defeat opponents stronger than you, and by choosing your cook wisely, you can have the upper hand against people with a similar mindset. It makes combat much more interesting, as there is more factors than who has the better weapon. Can't say much more on this matter, Personally i Think there should be a Fighting Skill, But that'd be abused. Right now combat is based on your Equipment and your actual real Life reflexes and whatever planning you had Before.

Summary
I Think this should be added, With Changes ofcourse.