Considering I worked for Nuku for 3-4 years on a volunteer basis, mostly on FS multiplayer and Rusted Promises, it's probably not a good idea. Not that I didn't touch the singleplayer; Nadia was written by me and coded by Wahn, as were some other things.
So yes, I think I know something about how his games work.
There was plenty of things that transformed you regardless if you found food and water.
Yes, but that wasn't what you were arguing. You were arguing that the hunger mechanic forced players to use transformatives. They don't. You can go the whole game without even taking one, there's even a special ending if you're human (and don't use the end now command).
Losing battles and some decisions all had effects.
Transformation via telegraphed decisions are going to be in this game. Losing battles, no. With how easy it is to lose random battles and the amount of uncertainty involved, not to say that a significant proportion of the playerbase just get to their ideal state and not want to shift from it, transforming via battle loss will never happen with the exception of game overs, in which case it doesn't matter anyway.
Also, you must be playing on easy to get stuff so easily, I usually ramp it up to make it actually interesting.
Playing with Trixie's cheats enabled isn't necessary; you just have to know the mechanics and how to exploit them, as well as what events actually DO. Scavenging is mostly a perception check to find anything at all. Perks like keen eyes and lucky help. A good knowledge of events and locations that practically dump freebies into your lap.
Plus, if you have to deliberately hamstring yourself, that contradicts your original point that the game somehow forces you to use transformatives in order to survive.
Do you know that to this day, some people don't know you can trade in water bottles, food and gryphon milk to Rod for chips, soda and dried milk respectively?
And I don't know what you're talking about with transformatives, there's hardly any and they usually do something.
http://wiki.flexiblesurvival.com/w/Item_List
72 transformatives in that list alone.
No, I don't know what you're talking about, considering transformatives make up the vast majority of items in FS, and not that many of them do much for either hunger or thirst.
I'd like CoC2 to distinguish itself a bit from it and offer something I'm a little more interested in while also leaning more into its theme. If they wanna just do a fantasy version of TiTS, that's fine, but I think having two different flavors of transformative gameplay here would really let both games shine for their respective approaches.
Involuntary, circumstance-based transformations like battle losses will never happen. Consequence-based transformations will depend on the writers, and some are already in the works, but they will always be telegraphed and consensual on the player's part.