"ZeXLR8er" said:Talking about realism here... Fully fed and overfed states have drawbacks as well as poorly fed. Will you argue?
I like this as well. There should be a few, minor positive effects when you are well fed, or have a high food bar. I'm thinking a few extra points of strength, constitution, agility and dexterity (the current positive effects you are feeling due to the state of your food bar could even appear as a pop-up when you hover the mouse over the food bar, something like this: hover at 50%: "Hunger: content. +1 Constitution". Hover at 75%: "Hunger: satisfied. +1 Strength, +2 Constitution". Hover at 100%: Hunger: full. +1 Strength, +1 Dexterity, +1 Agility +2 Constitution", or even hover at 20%: "Hunger: feeling peckish. -1 Strength" or similiar.)
This whole idea again makes sense in-game and realistically, which are the two filters I think any of these suggestions should be judged by.
Then come to the effects. Just as Nicolai said, it should fit in the game. To do it, this feeding system should complement all gameplay "tactics" well. I'll explain.
In famous System Shock 2, there well cyber-implants for your character. Each of them added smth just like our food bonuses, but temporarily (needed energy that eventually went down to 0 over time). Since the player needed to carry some [in some cases much] stuff in the inventory, Strength Boost implant was welcome (added more carrying space in inv). BUT. Since there were many points in game where player had to fight, run, and bla-bla-bla, it was pretty easy to forget about the implant's energy. So when it reached 0, the implant seized working and if your char carried smth in those additional slots, it dropped to the ground. So, what do we see? We need to constatntly carry some N items. And Strength Boost gives you this bonus temporarily. Same goes for SS2 Psionic's spells to increase Strength. This was USELESS. Mind it, useless. While inserting Research Assistant implant allowed you to save some pump-up points (there - cybermodules) for something more valued by you if you never want to pump up Research but need it (e.g. by walkthrough).
Concerning Driftmoon this means: Strength increases attack damage (for example). This is needed to faster kill critters, so to take less damage, so to save healing potions for later, so you don't run out of them in critical situation, so to survive, so to have a chance to walk through the game (final goal). But in later versions of preview, I don't remember raising Constition at all... Imbalance? Maybe not, it's just an example. I hope you understand what I mean because ATM I can't describe it better.
And yeah, it concerns D-dev, not modding. So please... Well, some corner of it touches modding but... as much as one programming stage planning touches the next one's