Siegurt wrote:evilmike wrote:The way corpse eating works in this game is fundamentally bad, and attempting to make it more "significant" is not going to have a positive effect.
Out of curiosity, what about it is "fundamentally bad"? the additional inventory/command overhead? That it's not usually relevant to the tactics of combat? Something else?
For standard races, food serves two purposes in this game. One is to act as a sort of "time limit" that pushes you onwards, the other is to act as a general resource that's consumed by various abilities (spells, evokables, etc).
It's very easy to get around the "time limit" aspect. There are simply so many corpses in the game that you usually don't *need* to resort to permafood with most character builds. You might as well use permafood because it's just more convenient, but in practice it's pretty easy to stockpile it if you want to. And when you're good at crawl, this can happen without trying, anyway.
As a "resource" it works a bit better, but I've never felt pressured by it unless I'm playing a gimmicky character that goes for mid-high level spells early in the game. Otherwise, it's usually sufficient to just chop everything you come across, and eat whenever one of your spells makes you hungry. This tends to apply for berserkers too.
What's worse is that the amount of nutrition you get from chunks tends to depend on how much you care about micro managing that stuff. There's no strategy imo, it's just a matter of pressing c a lot and maybe using some options/macros/scripting to streamline stuff. I like the option that makes you eat chunks on autoexplore.
So basically, I don't like the interface or the gameplay here. I think it makes the game more complex without adding anything. A good "permafood system" does a much better job at both of the things I mentioned at the top of this post. This is something the creators of Rogue already understood 30 years ago.
On the other hand, changing this would be difficult, and I'm not prepared to do any real work on that, so I'm really just complaining here! I'm not even sure if such a change would be appropriate for Crawl even. But it's something to think about when designing new roguelikes.