The game will be designed to revolve around a system of resource collection and consumption to drive the survival aspect of the game.
Each character will have a Hunger and Health stat, with the former draining over time and the latter being reduced either due to environmental hazards (the Fog) or combat with Hostile AI.
Characters will use Tools for different Interactions within the game. Certain Tool based Interactions will reduce the Condition of the tool.
Examples:
Fishing Tool for collecting Raw Food
Hunting Tool for collecting Raw Food
Metal Collect Tool for collecting Metal
Healing Tool for replenishing Health
The Train Carts will each have a stat called Train Condition. This will drain passively over time.
Characters will be able to collect different Resources from the map:
Raw Food
Metal
Wood
Obstacle Clearing Resource or OCR (maybe Ochre?)
The collectible Resources can be used to perform different actions, some of which involve creating other Resources.
Raw Food can be made into Cooked Food
Cooked Food will replenish Hunger
Metal can be used to replenish the Condition of Tools and to replenish Train Condition
Metal can also be converted into Medical Supplies
Medical Supplies are used to replenish Health
Wood can be converted into Coal to replenish the Train Engine.
Below is an embedded link to the spreadsheet in which we initially have planned out several models for resource collection and consumption demonstrating how the system would work (presuming all character Classes are performing optimally and a full 'collection/consumption' cycle takes approximately 5 minutes).
Namely these are:
An equal collection and consumption rate for Resources resulting in no change over time when all characters are performing at peak efficiency.
This model allows the game to run indefinitely
An unequal collection and consumption rate in which the Resources consumed will outpace the optimal Resources gained at approximately 5% per 5 minute game play loop
In this model the players would no longer be able to keep up with replenishing Raw Food or Metal and maintain their Tools, Hunger or Health after approximately 17 Map Nodes are visited.
A mostly equal collection/consumption rate except for the rate at which the Train Cart Condition drains versus the maximum possible collection rate of Metal.
Under this model, without sacrificing the collection of other resources/maintenance of other equipment, the Train Cart Condition would outstrip the collection rate of Metal after approximately 17 Map Nodes are visited.