Cataclysm-dda: [Balance] Basecamp hunting yield lowers over time, yields more mutant meat as catacylsm progresses

Created on 19 Nov 2020  路  1Comment  路  Source: CleverRaven/Cataclysm-DDA

Is your feature request related to a problem? Please describe.

I can't do the coding myself but know enough that this would be fairly simple.
Basecamps yield reliable hunting/fishing stock, your camp would naturally deplete the wildlife, hunting should be something one only does heavily when starting the base or you'd deplete the wildlife completely

Describe the solution you'd like

A starting value of 100% hunting viability, decreasing every time you have NPCs go off on hunts, with an increasing chance of both failure to find anything or lower yeilds as the number decreases, simulating depleted wildlife.

The yields contain more of a % of mutant meat as time after catacylsm progresses, and hunting gets a tad more dangerous for said NPCs over time.
Add option to tell NPCs to not hunt mutants so that you only get the lower yield of more viable meat from non-mutant animals, this takes long as the NPC is trying to avoid mutant animals in theory, but is less risky that hunting mutant animals as well.

Describe alternatives you've considered

Just nerf base camp hunting output I suppose to make it a less sustainable source of food, increase reliance on agriculture, we invented it for a reason after all.

<Suggestion / Discussion> Player Faction Base / Camp [C++]

Most helpful comment

You could probably adapt the fishing system to this. Just have each wild animal/mutant animal have a wildlife "pool" that your hunters can hunt from (i.e. just generate corpses like with fishing). As the actual animals deplete/mutate then so would the hunting yields.

>All comments

You could probably adapt the fishing system to this. Just have each wild animal/mutant animal have a wildlife "pool" that your hunters can hunt from (i.e. just generate corpses like with fishing). As the actual animals deplete/mutate then so would the hunting yields.

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