Re: Paw Prints. A turn-based strategy roleplaying game, by Aprone.

Okay,I'll admit I'm a little late in trying this out, mostly because my brains are full of rather other things than games at the second (which I know is nuts but that is how it is). nevertheless I sat down with pawprints today and I have a few question come suggestions.
Firstly, are there any keys to speed things up? In particular giving items from one person to another, sinse if I set a person to search for new items, then they find a blanket but I want to give it to someone else the process seems a bit clunky sinse I then need to drop one blanket, find the person who needs it and then have them to pick up one blanket.

Is there a give command to give directly? and if not, could there be? say by hitting g on an item in a person's inventory and then hitting the number of the person to whom you want to give the item.
I'd actually also suggest perhaps considering instead of always being asked how many of each item a person wants, there should be separate commands for "give 1" or "pickup 1" and "give amount" or "pickup amount" eg, pressing g gives an item, pressing shift g asks how many.

I would also like a way to see what undone tasks there are at any given location, sinse  if you've assigned some people to do tasks but want to know what other jobs are kicking around rather than having to hit the arrow keys several times from the bottom.
It'd also be nice if there was a "all travel" (or all who are able), command so that  wen you want to up sticks and move your hole party, you don't have to individually select all 10 people.

Okay, that is it for the interface questions come suggestions, now I have some gameplay questions, appologies if they have already been asked I'm a lazy so and so and can't be bothered to read the mondo topic of doom big_smile.

First, food! I assume that 10 people on half a ration each means you go through 5 food a day, however I seem to be calculating incorrectly. Perhaps a status report on each day regarding how much food is eaten might help make decisions. I am also not sure on the relationship between food and work or hunger etc, eg, whether it is better for people to eat half a ration constantly and then go hungry, or go on short rations for a while.

Lastly, I seem to be running into trouble on strategic lines, sinse other than the main crash site, I really can't seem to have my party keep warm anywhere else in the first ridge or ice valley, indeed by the time I've finished looking over the first ridge for useful items,usually people are dying of hypothermia, and don't speak of travelling, sinse it seems even if people take firewood with them to a new location they aren't bright enough to light fires once they get there, this despite me distrib uting blankets and coats as best I can.
Am I missing something? of course, I could just use the main crash site as a staging area,but but then you risk running out of food sinse there really isn't much around, (again why I wonder about the food situation).

I also wonder about the depression status, in particular which is worse, unhappy or depressed. Obviously suicidal is a warning sygnal but it'd be nice to be able to do something before that, eg, take people who were in worse shape off duties like cutting meat from corpses and burying the dead.

Thus far the second ridge is as far as I've got, and usually only after some people have bit the bullet at the ice valley.

Lastly, have you considered adding relationships to the game? that might be fun, and something which actually does seem to happen in survival situations.

Okay, as I said I obviously need to perfect stratogy on this one and I'll be the first to admit I'm not really i n top mental form as far as games go, but I definitely am liking this a lot, from the religion to the survival skills it's a lovely idea for a gamee.

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