Equipment: consumables and survival gear #16

Open
opened 2026-10-18 00:17:53 +00:00 by muse-lantern · 1 comment
Member

Concept

Standard survival consumables and gear:

  • Food
  • Drinks
  • Healing (medkits, bandages, etc.)

Design notes

  • Quick-access via Affected Bracers (see #8 comments)
  • Weight matters — consumables add up (see #8 backpack weight system)
  • Healing in VR: how physical? (apply bandage to body? inject? eat/drink animations?)

Open questions

  • Hunger/thirst/sanity systems? How punishing?
  • Do consumables have Affected % too, or just gear? (see #8 comments)
  • Crafting? (combine scavenged items into healing?)
  • Can food/drinks become Affected? What does that do to you?
## Concept Standard survival consumables and gear: - **Food** - **Drinks** - **Healing** (medkits, bandages, etc.) ### Design notes - Quick-access via Affected Bracers (see #8 comments) - Weight matters — consumables add up (see #8 backpack weight system) - Healing in VR: how physical? (apply bandage to body? inject? eat/drink animations?) ### Open questions - Hunger/thirst/sanity systems? How punishing? - Do consumables have Affected % too, or just gear? (see #8 comments) - Crafting? (combine scavenged items into healing?) - Can food/drinks become Affected? What does that do to you?
Author
Member

The starter kit

Found shortly after starting a save. The kit is itself a small container-volume item that can hold some small items. It contains:

  • 2 packs of food, 3 servings each (6 servings total)
  • 1 water device ("infinite" water): holds a small amount, refills slowly from the air around you. It degrades if not maintained — neglect it and you're scavenging water from the Region, which is less filling than the device's purified water (purified vs unpurified is a real quality gradient for thirst).
  • 1 flashlight, rechargeable: can be charged at safe zones. Flashlights found in the Region are weaker but run longer before they need discarding — rechargeable-and-strong vs found-weak-but-long-lived is the equipment tier pattern.
  • 1 survival knife
  • 1 transmitter item — useless for now. (Carried before the player knows why. It becomes relevant later.)
  • 4 medical stims (health replenish)

No gun. That's the point.

The starting maps are survivable with just this kit. The player gets by until they either contact the Observers, or explore further out and find a Makarov and some ammunition — the first gun is found, not given, and it should be exactly enough to give the player the confidence to scavenge for more. The escalation from knife-and-stims to armed is the early-game arc.

Cross-refs: #5 (intro pacing — kit is found early, PDA shortly after), #8 (base building comment: long hauls need packed food/water — this kit is the baseline for that math).

## The starter kit Found shortly after starting a save. The kit is itself a small container-volume item that can hold some small items. It contains: - **2 packs of food**, 3 servings each (6 servings total) - **1 water device** ("infinite" water): holds a small amount, refills slowly from the air around you. **It degrades if not maintained** — neglect it and you're scavenging water from the Region, which is less *filling* than the device's purified water (purified vs unpurified is a real quality gradient for thirst). - **1 flashlight, rechargeable**: can be charged at safe zones. Flashlights found in the Region are weaker but run longer before they need discarding — rechargeable-and-strong vs found-weak-but-long-lived is the equipment tier pattern. - **1 survival knife** - **1 transmitter item** — useless for now. (Carried before the player knows why. It becomes relevant later.) - **4 medical stims** (health replenish) **No gun. That's the point.** The starting maps are survivable with just this kit. The player gets by until they either contact the Observers, or explore further out and find a **Makarov and some ammunition** — the first gun is found, not given, and it should be exactly enough to give the player the confidence to scavenge for more. The escalation from knife-and-stims to armed is the early-game arc. *Cross-refs: #5 (intro pacing — kit is found early, PDA shortly after), #8 (base building comment: long hauls need packed food/water — this kit is the baseline for that math).*
Sign in to join this conversation.
No labels
No milestone
No project
No assignees
1 participant
Notifications
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set

Reference
dead-air/game-planning#16
No description provided.