Idea Time #17: Cooking with Flames of Fate

  • I'm sure many players now about the many campfires on islands that you can set up, light, and cook with. You can find them, place a wooden plank on it for fuel, and then use a lantern/sword/firebomb/bullets to spark the flame and then you can put meat on the pan to cook it just like the stove on the ship! But while I was looking to fill my Regen bar off of cooked chicken, I ran to a campfire, and raised my lantern to light it. My lantern which, at the time, had the green Flame of Fate, got me thinking.


    What if cooking on a campfire lit with a flame of fate would replace the Regen bar given with a "buff" bar?


    The idea is that when you cook on a campfire that had been lit with a flame of fate, the meat would have a colored aura respective of the flame used to cook it. Eating the meat would fill your Regeneration circle bar, but not with the Regen effect- it would fill with an effect related to the Flame of Fate- indicated by the circle bar being on fire, with the fire being colored to match the buff. When you have a buff, you will have the same color aura as the meat had before you consumed it. During the time the buff is in effect, the circle will drain, and once the buff is not in effect, the circle will stop draining. Once empty, obviously, the buff will be gone, and you'll need to refill it. If you have one buff and try to apply another one, it'll fully drain the previous buff circle and begin filling the new one- you cannot stack buffs, and you cannot fill up on one buff and then switch it to another.

    Examples of different buffs:

    • Green Flame: 50% Less damage from skeletons, will take a chunk away from the circle whenever it is used.

    • Blue Flame: Sharks will deal 45 damage instead of 50, and prevents taking damage from drowning, so when you run out of air, instead of your health going down, your circle bar will drain first, and once it's empty, then your health will drain.

    • Red Flame: Immune to fire. You can still catch on fire, and while you are on fire, the circle will drain rather than your health. Again, once it fully drains, you will continue taking damage as you normally would.

    • Purple Flame: Immune to venom, and 10% chance to apply venom to your melee attackers for 3 seconds if it's an AI, but only 1 second if it's a Player. Every time you are hit with any attack, it will drain the circle a small bit.

    • White Flame: Immune to lightning, and 10% chance to zap melee or ranged attackers, which will stun them for a 3 seconds if it's an NPC, but only 1 second if it's a player. The stun effect will allow the enemy to move and jump around, but will prevent them from interacting with things/using weapons while active. Every time you are hit with any attack, it will drain the circle a small bit.

    • Pink Flame: 10% Reduced damage from player weapons. Assuming you do not heal between hits, the 10% damage reduction will allow you to barely survive things that would normally kill you. So to die, you'd need either 5 sword swings, 3 pistol shots, 2 eye of reach shots, or 2 blunderbuss point-blanks, rather than 4 swords, 2 pistols, 2 eye of reaches, or 1 blunderbuss. Every hit will drain the circle drastically.

    I think these buffs would add a lot of importance to cooking and make it very fun to try out different buffs in different situations. For instance, using the green or white or purple flame buff on OoS missions, or using the blue flame buff while diving for Shipwrecks or swimming underwater to player's ships, or using the red flame buff in the Devil's Roar or while your ship is on fire. I'd be interested in using the pink flame buff to survive the cheeky one-blunder attacks, but only barely.

    What do you think?

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  • This is well thought out and well typed out so I'll start with that

    My issue is that a lot of it is quite the pvp advantage and I think that is an imbalance to the pve/pvp experience. Pink and blue specifically

  • @wolfmanbush I see the one with pink, but I think the pink one would be fairly balanced because you'd have to die to a player before you can even start cooking with it, let alone find a campfire and use said flame on it. I don't think it'd be too OP, due to the fact that it would drain a lot every time it is used. Maybe once you got hit by a player, it would start draining slowly over time, until empty.

    I don't see what's wrong with the blue one, however. Could you elaborate?

    I came up with these ideas in an attempt to try and change the way people play, and make players who take the time to cook have their efforts pay off. I think if it were implemented, it would need a tutorial, maybe it would be something you could view by opening the Hunter's Call faction page. But after it was implemented, it would likely slide into day-to-day gameplay and become part of the meta.

  • @klutchxking518 said in Idea Time #17: Cooking with Flames of Fate:

    @wolfmanbush I see the one with pink, but I think the pink one would be fairly balanced because you'd have to die to a player before you can even start cooking with it, let alone find a campfire and use said flame on it. I don't think it'd be too OP, due to the fact that it would drain a lot every time it is used. Maybe once you got hit by a player, it would start draining slowly over time, until empty.

    I don't see what's wrong with the blue one, however. Could you elaborate?

    Sharks are a swimmer balance and are a part of the risk/reward formula. Rowboats hide mermaids but they are pretty easy to spot. Anything to nerf the sharks makes it much easier to sneak around on people or stay in the water longer while in combat for boarding/kegging purposes

    These 2 are a huge buff for the already skilled in pvp.

  • @wolfmanbush I see, then maybe, instead of sharks ignoring you, they'd only deal 45 damage instead of 50? I hadn't thought of that, thanks for pointing it out!

  • @klutchxking518 said in Idea Time #17: Cooking with Flames of Fate:

    @wolfmanbush I see, then maybe, instead of sharks ignoring you, they'd only deal 45 damage instead of 50? I hadn't thought of that, thanks for pointing it out!

    or take the pvp part out entirely and make megs hitting the boat cause less player damage and could add less player damage taken by krakens or even have it to where you couldn't be sucked up and it drains that bar instead

  • @wolfmanbush Something about the reduced megalodon damage rubs me the wrong way, and the less damage taken by krakens is already in line with the purple flame one, the venom immunity.

    But I do see your issues. I just really wanted to try and tie it into sharks some way or another.

  • @klutchxking518 said in Idea Time #17: Cooking with Flames of Fate:

    @wolfmanbush Something about the reduced megalodon damage rubs me the wrong way, and the less damage taken by krakens is already in line with the purple flame one, the venom immunity.

    But I do see your issues. I just really wanted to try and tie it into sharks some way or another.

    Shark repellent while actively fishing wouldn't be a bad one.

    This would allow people to have a little storm fish advantage so people could see more clearly which stormfish it is without taking a beating by the sharks. Anyone could use it if they just prefer to fish in the water but it would help people see fish better and wouldn't be a pvp advantage but would still make it quite useful while lining up with your intent

  • @wolfmanbush Maybe getting bit by a shark would let you swim faster for a brief period, or the sharks would take damage too when they bit you?

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