Originally Posted by Tuco
That's an example of time limit implemented well and of SYSTEMIC, organic incentive to not abuse a convenient mechanic (rest) for your own sake.
I so very much disagree - Kingmakers timers are indeed mostly irrelevant but that’s information that is not available for the first time players. So we have timers that serve little to no purpose except for stressing out new players by pretending they matter.

On top of that they don’t prevent spamming rests - most of Kingmakers consists of small, barren maps with a single encounter. Travelling at snails pace over the world map and quests forcing players to travel all over the place pretty much means that player will rest more times throughout the campaign then fight. You are more likely to be exhausted from not resting enough, then being short on resources. And when you engage in combat you will learn you don’t have the very specific protection spell that game demands that you have, so you reload, swap companions, re-rest to change spells and do the encounter again.

The only time Kingmaker limited rests is in dungeons and its camp supply system is single works implementation I have experience in a cRPG.

Last edited by Wormerine; 23/04/22 04:32 PM.