I'm sorry but I'm still all-for needing food and water to survive. Everquest did it just fine. You DID NOT ACTIVELY need to press any buttons to eat. As long as you had food and water in your inventory it WAS DONE PASSIVELY. Please explain to me how this is tedious?
Heat/Cold, radiation, disease are all imnportant dangers in a post-apocalytpic wasteland where part of the theme is *SURVIVAL*. Did we all forget about this? As you grow in power, you may need to worry *less* about it, but you would still have to keep it in the back of your mind.
Edit: I'm sorry if some of the above came across as sarcastic or smarmy. I'm just a little tired of games I love turning "carebear" (to use the often-heard terminology) just to convenience (sp!) people.
Another idea to go along with the above, would be to have random waterholes/oasis's (oasi?) out in the wasteland.. but some might have contaminated water that could injure you if you drink it... or maybe mutate you?
the quantum-cola-mutated crab things in that other non-gamesas fFalllout game comes to mind ^_^
Now to address the comments from an earlier poster about good/evil quests between raiders and a shadey sands that could result in raids/war, I think thats a pretty awesome idea
Similarly, having some quest areas (such as cave complexes/mines, abandoned buildings, etc) switch between differant sorts of MOBs could be intersting as well. Like if a cave complex was inhabited by say mole rats, but after awhile, suddenly some bandits took it over, as if they had cleared it out. Then, once the bandits are killed, either more bandits or some other MoB moves in. You could even have rotating daily quests that use this method.