SpoopyBoogieThe Great Food Rework
#1
Disclaimer: I do not expect anything to come of this threat because I am aware of the sheer amount of work it would take for such an overhaul.

So this was partially inspired by the discussion on a grocery store, and discussions on farming skill increasing crop quality and the overwhelming community desire to overhaul cooking leveling. Oh, also includes that tasty fishing buff people are still craving. With justifications!

Step 1: Ingredients have stats.

This is the meat of the rework. The idea is that each ingredient that can be used for cooking has a stat applied to it. Be it agi, pow, or vit. For example, a leek may have +3 agility, while pork has +3 vitality, a tomato has +3 power etc. Just examples, not suggestions.

Then we can have farming skills modify the stats of grown ingredients. +1 for a budding beginner, up to +5/6 for high skill farmers. What this does at a most basic level? Farming is now a profitable skill, and player owned grocery stores emerge on their own, no NPCs needed.


Step 2: A Meal is the sum of it's parts.

Straight forward with this one. The stats of a food is entirely based on the stats of the ingredients used. Lets go with a basic example. Jerky. Jerky made from two porks, one with +2 vitality and one with +3 vitality. In this scenario, the jerky takes the highest stat and gives +3 vitality when eaten, regardless of the cooking skill of the chef.

Now for something more in depth. A bowl of tomato soup. Lets take our earlier ingredients. Leeks with +3 Agility, and tomato with +3 power. As the bonuses are different, they both get applied! We now have tomato soup with both +3 pow and +3 Agi

Step 3: The part you care about: Cooking Exp.

So straight to the point; Cooking exp is multiplied by the number of unique ingredients used. Jerky? Only pork. One level. Tomato Soup? Two levels. The elusive master craft ramen? Four ingredients, four levels. Keep the timer, but now the more effort put into gathering your ingredients and the more complex the food? The better the reward. Made much easier by those lucrative player owned grocery stores.

Energy is applied as usual.

Additional Notes.

Fishing level gives higher quality fish with higher cooking stats. A level one fisher may catch a salmon, but that salmon pales in comparison to the mighty chad salmon that graces the plate of a level 20 fisher.

Salmon, Bass, and Bream have different stats associated. The three maki roll recipes now have a different purpose for each one.

No, I don't have a plan for foraged goods like leeks, sinka and alessa. Please stop asking, I'll cry.

Summary (but not really, just a tl;dr of how things change)

Player owned grocery stores become viable, farming becomes a profitable source of income.

Cooking skill is easier to increase as long as you prioritize dishes that require more ingredients.

Cooking is useful at lower levels due to stat bonuses not being tied to cooking skill. Also no more RNG.

Fishing is now more profitable too, as higher quality fish can be sold to chefs!

Most importantly, food is differentiated in it's ingredients, not just the energy level. More recipes become important and useful as each player would desire different stat buffs. The end of the era of maki rolls begins.

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