nodecore-cd2025/docs/nonideas.txt

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NONIDEAS: Ideas already considered and rejected
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- Anything Already Added
- If something already exists in the game then it will not
be added.
- Please play though the game enough to understand what is
already in the game before making suggestions.
- Mobs/Animals
- Things that are "off-grid" are discouraged. Node-based
"staybs" could at least fit the mechanics, but entity-based
creatures that move freely do not. Use of /clearobjects
should not remove key gameplay elements as long as the game
is allowed to "quiesce" first.
- Monsters that are easy to understand and deal with would not
fit the games theme or play style. Threats need to be subtle,
insidious, and indirect. Threats that offer no direct
cathartic response (i.e. bashing it to death) also fit the
theme better, as well as threats that can be turned around and
exploited as resources once mastered (but remain a threat if
handled carelessly).
- NodeCore pacing requires that dangers to a player should be
consequences of the player's own decisions, and not something
that can be blamed on environment or chance. Having monsters
spawn spontaneously and stalk the player would be problematic.
- NodeCore "conservation" mechanics discourage having things
spawn spontaneously at all, and they would need to be part of
mapgen.
- Food/Hunger
- Players are like ethereal beings who visit the world only
temporarily and are not subject to injury or survival
mechanics within the world.
- Things that focus a mechanic on/through the player do not
fit the world-centric/node-centric theme of the game.
- Using food items to provide things like temporary buffs is
likely to be a lot of effort and likely to be skipped by most
players.
- Beds
- There is no night to skip, and players have no need for sleep.
- Bed-like structures can be made out of existing nodes. Purely
decorative elements that are not fungible do not fit the
game's design.
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