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TitaniumVulpes

Vintarian
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  1. I like the idea of sleeping giving a buff to temporal stability. Something like after sleeping you get however many hours of slower temporal drain. So sleeping right before a big mining trip or dungeon delve would let you stay down there longer. It wouldn't be intrusive, but it would be a benefit, sort of like cooking. I've watched Let's Players who instead of cooking meals just walk around with a stack of cabbage they eat raw - their preferred game style of not cooking is "punished" by not having the satiation pause of cooked meals, but it's not exactly intrusive. Sleeping should be the same way; not sleeping would have you at a disadvantage over sleeping, but not so much that it feels like you absolutely have to sleep - you sacrifice a few hours of in-game time to save the real-world time of coming to the surface and regaining stability more often, but you don't have to make that trade-off. Actually, thinking of the satiation pause of meals, maybe sleeping could give a "temporal pause", where for a few hours after sleeping your stability doesn't drain at all. It would only kick in after a full sleep, and each bed tier would give a different length pause, like 2 hours on a hay bed, 3 hours on a normal bed, and 5 hours on an aged bed. This sort of system would work well with the design philosophy established by meals. IMO it shouldn't affect anything else like running or mining speed, like how balanced meal nutrition doesn't affect anything but HP, but maybe if you really wanted to expand the benefits of sleeping, sleeping regularly could potentially increase your stability meter cap over time, to a limit. And similar to how different classes have different max HP, different classes could have different max stability (e.g. hunters would have lower max stability because they hate being underground, clockmakers would have higher max stability because of their affinity toward the mechanical, etc. But that's all a bit of a digression).
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