Allan Schumacher wrote...
this and this
Another reason why I believe such a system would be good is because it gives an opportunity to make party members who are left behind more useful and/or give them prominence through encounters and events that can be tied back to their roles at camp, as opposed to a F/R mechanic.
The largest barrier to it would be determining whether or not we can come up with an implementation for it with our plan as scheduled, because we'd also need to account for potential iteration time in case execution proves a bit of a challenge.
But I do agree that the ideal is always that your in between combat actions (regardless of what they may be) still be something engaging. I think it'd still have to be something somewhat "minimalist" as the action would still be somewhat repetitive. But that's the type of thing that iteration is great for.
Having the mechanic be made abstract through the use of menus, static screens and the like work for me. I think it would be too time consuming if it were done manually (i.e having a camp map like in Origins, and manually assign tasks by talking to NPCs each time you want to rest/regenerate).
If you were able to control the whole process through menus, that would eliminate tedium while still encouraging some aspects of strategic and party management beyond the peeps you take with you for quests.
Then, you could introduce food/sleep requirements on top of that as an optional game mode, meaning that any game hunting that the party does is not for resources, trading and crafting, but also for survival.
It can also be a way to keep all party members combat ready, by introducing training and NPCs who can teach companions skills and let them gain exp off-screen.
Lots o' potential IMO.