Currently we have: Hunger, Thirst & Sleep. XP. Morale.
How do these influence each other? Morale directly influences the speed of XP gain. Are there other ways these interact? Some foods or drinks give morale bonuses, but briefly at best I’ve noticed. So little that they don’t influence my play style any.
Do hunger/thirst/sleep influence XP gain any? If we view XP as a kind of “giving a shit” quotient, I have to say that in actual life I work, study, and overall learn better when I’m not suffering from hunger, thirst, or sleep deprivation.
And yes, Fast Learner does seem pretty funky in its current form. It could use balancing it sounds like, or just tossing it for something else.
Now for my fun … yay, brainstorming is fun, I love what-ifs …
I think the XP system as it is currently feels out of place. To me it feels like it adds an extra later of complexity - an unneeded layer, really.
What if XP was discarded in its current form? Toss the whole XP-pool-trickles-in mechanic completely. Instead, let skills increase without XP. Base that rate of skill gain directly on morale. (Could rename it “Sanity” or “Mental Health” – think Amnesia: The Dark Descent – or just leave it as “Morale” really).
Morale sits at zero … goes up with the good and down with the bad, normalizes to zero if left alone. What if, at zero, you gain skills when they are used (“learn”) at a standard rate. So, throw a spear at zero morale and you’ll just always gain 0.05% throwing skill, or what-have-you.
Now, if morale/sanity is positive, you gain skill at a higher rate (the standard rate * some percentage depending on how high, for instance) because you are in a good frame of mind. If negative you learn more slowly because you’re just unstable and can’t think clearly. Morale/sanity could degrade normally over time while you’re not in a safe area and normalize to zero when safe. This could be as easy as “can’t see or hear monsters? morale goes up … can see/hear? morale goes down”.
Hunger, Thirst, lack of sleep could erode morale/sanity. The stuff that hurts/helps morale (killing little z’s, cannibalism, etc.) would directly affect your sanity and cause you to be unfocused and skill slower. It opens the door to other experiences altering morale/sanity and thereby directly influencing skill-gain-rate. Bile spewed on you? Freaks you out … morale goes down, you’re rattled & don’t skill as fast.
Suddenly, morale matters to me. Right now (not sure how it is for others) I don’t pay any attention to morale unless I’m reading, because higher morale means I can get my XP pool filled up faster with a book. Out in the world I’m doing random things and my XP pool is almost always zero … but I don’t care about skilling “in the wild”, I’m out there because I need food or water or parts for my car. I only care about XP, and skilling, when at home, because I can do it en-mass and controlled/focused on what skills I want to power-level.
This also eliminates the big issue - “read a book to speed up time, and hoard XP” - since there is no more XP pool. It turns reading into direct skill gain (Cookbook to skill cooking) and any morale/sanity it adds (happy books make you happy, tech manuals make you unhappy) which feels more as it should be. Currently I don’t care what the book has on it, I simply want to time-warp to build up XP. I’ll read cook books but never plan on cooking, because cookbook reading tonight lets me work on my mechanical skill in the morning (ow that logic hurts my brain).
This could also create an experience that causes the player to venture into the world more often, yet balances risk-vs-reward. Do I push it and keep looting, knowing I’m going nuts with all the craziness around me, accepting that my skills aren’t going up and depression is degrading my stats … or do I retreat and rest for a bit, recover, and be able to head out anew?
Suddenly, quiet time matters more. Hiding in your base with MP3 player on and resting until happy (is there a “Rest X turns” command currently? - if not, that’d work well with my crazy idea) has benefits.
Opens up fun new talents too. “Thrill Seeker”, gains morale from dangerous situations.
LOL … and if wanted … you could make a “crazed killer” archtype … a play style where doing the insane crap (fighting hoards of z’s) actually increases morale/sanity … because the person is a total nutcase… and yet downtime makes them miserable. They’d have to just mow through waves of Z’s to get all adrenal and yet the time required to rest/sleep/whatever makes them unhappy (which is actually how I play the game anyway … killing Z’s and scavenging is fun, the required downtime to powerlevel skills and force-read books makes ME sad). 