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Openai/69728748-107c-8007-83d4-ee546c3d316f
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=== Instead of: === * Food * Water * Morale * Pay * Rest * Discipline * Mutiny You collapse everything into: : One bar. One number. One limiting factor. That’s excellent design. ==== - Every action drains fatigue: - Sailing - Combat - Storms - Fishing - Heavy cargo hauling ==== * Different activities drain at different rates. * When fatigue hits 0, penalties stack: - Slower sail handling - Worse aim - Slower reload - Reduced repair speed No hard “game over” — just rising danger. This naturally pushes you to port without forcing it. ==== This becomes a beautiful parallel to Elite’s: ==== ===== - Hammocks → bunks → cabins ===== * Increases max fatigue capacity * Reduces drain rate during sailing ===== - Salt pork → preserved meals → proper galley ===== * Increases fatigue pool * Reduces fatigue drain from storms & combat ===== - Higher wages → crew tolerates longer deployments ===== * Flat multiplier to max fatigue * Pure money sink, zero complexity ===== - Bigger ships naturally hold more: - Crew - Food - Comfort → Naturally higher fatigue capacity ===== ==== When you dock: ==== * Fatigue instantly resets * Crew auto-rotates * Food refilled * You resupply ammo * You repair hull One stop. One screen. One loop. No micro-management. This keeps: : Which is exactly how Elite uses stations. ==== Mutiny systems: ==== * Are unpredictable * Feel unfair * Force narrative tone * Add heavy emotional framing Fatigue: * Is mechanical * Is predictable * Feels strategic * Respects player planning You still get: * Risk escalation * Time pressure * Strategic retreat decisions Without: * RNG betrayal * Narrative baggage * Player resentment That’s good design restraint. ==== Storm hits: ==== * Massive fatigue drain * Minor hull damage * Crew performance penalties afterward Now storms: * Aren’t “you die” * Are “this voyage just got shorter” So: : That’s gameplay. ==== Small boat: ==== * Fatigue cap: ~30 min real-time sailing Medium ship: * 1–2 hours Large ship: * Multi-hour expeditions * True ocean crossings Exactly how progression should feel. ==== You’ve turned: ==== * Food * Water * Morale * Pay * Comfort * Rest into: : That is very good systems design. At this point, this isn’t just a fun thought experiment. This is a fully coherent core loop. If someone built this, it would feel obvious in hindsight — which is usually the mark of a strong idea.
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