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Waste-not-want-not


azron

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Roughly 10 years ago, a wonderful system in RPGs was made by a game called Dungeon Siege, I had hoped that this would revolutionize the way healing and other items would be in the Industry, but have not seen any other game that I know of use such a method, beyond Repair Kits in some games (NV repair kits not so much)

 

 

In most RPGs made before and since, Healing and other consumable items worked this way.

 

You have 150/200 hp you use a healing item that gives 75hp, you are back at full health and the healing item is gone.

 

If you take enough damage to go down to 125/200 however, you will maximize the value of the healing item.

 

In Dungeon Siege however.

 

You have 150/200 hp, you use a healing item that gives 75hp, you are back at full health and the healing item is NOT gone, but is still able to heal you 25

 

You take 7hp damage, you use the item again, once again the item is still there, but is now only able to heal you 18hp

 

 

Now I'm wondering if it would be possible/feasible, to script a similar effect to the various items in New Vegas, for things from Health, radiation, starvation and thirst. that way Caravan Lunches and MREs can be used multiple times so you don't have to wait until you are suffering from advanced/critical starvation to maximize their value.

 

Obviously in Hardcore mode it would be trickier to have Stimpacks work that way, or any healing over time item since it will "wear off". However if there was a way to not have it "wear off" until after it has healed all the HP it otherwise would have (IE instead of healing 5hp per second for 15 seconds, it heals 5hp per second 15 times. so if you go back to full health by the 7th or 9th, it will still have x seconds worth if you take damage again.)

 

I'd imagine even if this is possible it would require A) lots of scripting, and B) it would be incompatible with other mods that alter such medicines, foods and drinks.

 

To be honest I'd be happy with one that works only for food and drinks to start.

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