[spoiler=spoiler’d for length: comments][quote=“BeerBeer, post:4, topic:12688”][quote=“Coolthulhu, post:2, topic:12688”]Those are already in, it’s just that things like this are so minor and unnoticeable that you (or ~95% of the players) haven’t noticed them.[/quote]
Wetness makes the cold worse? I say make the effect stronger! Could be a setting too. The issue could also be the lack of feedback. A few printed messages would notify of their existence. “Your wet clothes make the cold feel worse!”
Further brainstorming:
- Clothes could have windproofing value too. Leather jackets don’t let wind through but loosely knit wool shirts and thin t-shirts are useless against wind. Windproofing value together with coverage would determine the true wind protection.
- Waterproofing value as well, which would control the rate of water absorption for a piece of clothing.
- On clothing and water absorption: So if clothes could absorb water, and each piece of clothing could hold a specific amount of water, we could have a system for (more or less) logical drenching order. The first clothes to get wet in rain would be the ones on the ‘outer’ and ‘strapped’ layers. Let’s say a character is wearing a t-shirt, a wool shirt, and a wool coat. The wool coat’s coverage is 95% (unverified). So in this example it would let 5% of the rain through to the next layer (‘normal’), unfiltered, to the wool shirt. The wool coat would start accumulating water, but when it’s at (let’s say) 50% capacity, it would start leaking water to the layer beneath. At this point, the wool coat’s drenching rate would slow down by (for example) 30%, but the wool shirt beneath would start to “enjoy” an increased drenching rate. And when the wool shirt (100% coverage, unverified) gets at 50% absorption capacity, it starts to transmit water to the skin layer, meaning the t-shirt. Only when the skin layer clothing starts to get wet, that’s when the heat loss gets serious, basically multiplying with the ambient temperature.
- As for drying, the clothes would dry proportionately, meaning that wettest clothes would first dry down to the level of the least wet clothes, at which point they dry at similar rates. So for a 100% wet wool coat, a 60% wet wool shirt and a 30% wet t-shirt - first the wool coat dries down to 60% (could take a long time due to likely having a large absorption capacity), then the shirt and the coat dry down to 30%, and finally they all dry to 0%. So if it’s cold, it would be in the player’s interest to ditch the wool coat, and change the t-shirt to a dry one (at the very least).
Some recap:
- Clothes would have an absorption capacity (in litres)
- Clothes would have an absorption rate, which would work in conjunction with the ongoing rain intensity.
- Clothes would have a windproofing value
- Clothes would have a drenching order in rain, based on layering and coverage
- When the skin layer gets wet, heat loss becomes more serious
- Wind + cold + wet = very bad
It’d be a huge amount of work to assign each individual piece of clothing these additional values. I think the root issue is that while clothes are made of specific materials, the proportions of these materials within a clothing item aren’t defined at all. It might be prudent to go through the clothing items and define the proportions, e.g. 100% cotton, or 80% plastic and 20% cotton, or whatever. THEN we define the absorption rates and windproofing for the various MATERIALS. Absorption capacity could be calculated based on item volume, materials and material proportions. Only wool, cotton and leather would absorb water (that I can think of). Neoprene, plastic, kevlar and metal are all waterproof, although the “plastic” is bit tricky, or vague rather. Windproofing would depend on coverage, materials, material proportions and weight. The weight reflects the thickness or the density of the clothing.
Of course none of this ever considers sweating or moisture permeability…
Or water equalization among clothing items.
Or potential exploits o_O[/quote]
[quote=“Alec White, post:5, topic:12688”]Realistically, wet clothes are only annoying, lowers your body temperature and hence makes you more prone for illness. I would add wind speed to drying time thou.
Anything else I think is just gratuitous extra annoying stuff to add and hell of a lot of extra variables to track on each cloth item.[/quote][/spoiler]
I like both of these.