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Idea: When Kerbals run out of supplies and/or Habitation Time, health conditions dwindle.
Example: Starving Kerbals have there health go down quicker (preferably quicker than recuperation) and are more prone to illness, Kerbals with Habitation time gone don't recuperate at all from meditation, but still can be fixed via medbay.
The text was updated successfully, but these errors were encountered:
I think that this plays to KH's strengths (handling gradual health decline holistically) and could also be applicable to other life support mods like Snacks or TACLS.
For most LS mods, everything is 100% fine until a certain resource or timer reaches zero, then disastrous consequences kick in all at once. If running out of food instead triggered a "starving" condition (or health factor) in KH, it would unify all consequences under KH's (better) HP system.
Maybe we could even put a kerbal on half-rations to make a crisis survivable. This has precedent in fiction (The Martian), other games/contexts (Oregon Trail), and even the real world - Apollo 13 and the hypothetical Columbia rescue both involved enduring hardship to stretch scarce life-support resources so they wouldn't run out.
Idea: When Kerbals run out of supplies and/or Habitation Time, health conditions dwindle.
Example: Starving Kerbals have there health go down quicker (preferably quicker than recuperation) and are more prone to illness, Kerbals with Habitation time gone don't recuperate at all from meditation, but still can be fixed via medbay.
The text was updated successfully, but these errors were encountered: