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RimWorld => Ideas => Topic started by: Grey_Mako on October 08, 2014, 10:34:47 AM

Title: How to make children work in game
Post by: Grey_Mako on October 08, 2014, 10:34:47 AM
Howdy,

(First Post!)

I've posted a much simplified version of this over on reddit to mixed response.

Essentially, its a workable way of bringing children and procreation into the game without breaking it.

Check out the flow chart at the bottom of the post:

Potential Issues and my response:


I) Whats the point? (Game enrichment perspective)
R) Adds a new layer of RPG to it, also adds new challenges, and alternative means to the same ends (population growth). Also adds the prospect of family trees, which I think would be cool.

I) Children would take to long to grow up, would make it pointless
R) I think at the start of the game you'd try to avoid having them, until you'd researched the maturity vat to speed up their growth

I) Children would upset the balance of the game, too many colonists breaks it
R) Whether a colonist gets pregnant of not is dependent on a number of conditions, not least that the Story Teller thinks it would work (same logic for deciding when a slave trader swings by). Also pregnancies can fail (sad times)

I) Children (potentially) dying is unethical
R) And genocide, harvesting organs, slavery isn't?

I) Pregnancy takes 270+ days, by time a baby was born, the game would be over
R) 270 days IRL sure, but in real life potatoes and berries don't grow in a few days either - the game day/night cycle is out of sink with the passage of time. I believe that in game pregnancy would be closer to 10-15 days

Tell me what you think :)

(http://i281.photobucket.com/albums/kk208/2ndshot/RimWorld_zpsa052d7c9.png)
Title: Re: How to make children work in game
Post by: Klitri on October 08, 2014, 03:48:26 PM
Fantastic, I love it! Only thing is, I'd change the permanent mood drop to maybe 15 ingame days or so. Otherwise, I'm supportive of this idea, it's organized and it could work.
Title: Re: How to make children work in game
Post by: Simulacrum on October 08, 2014, 04:29:56 PM
Seems kind of redundant to me, unless other forms of recruitment were added their own severe disadvantages.

You can either spend lots of resources and 2+ years of in-game time to grow an emotional cripple with no skills, that even risks killing the mother (or the other way around if the mother dies or is injured), or you can pick whichever guy you like from one of the many battlefields that occur naturally anyway and recruit them, often getting yourself an amazing guy with useful traits of your choosing. Or you can harvest some cotton and buy a slave... hmm...

Anyway. Maybe if you could design the kid, or it had some other major advantage that would make it preferable to other forms of recruitment, but as-is it doesn't look worth it, and the vat growing is really awkward.
Title: Re: How to make children work in game
Post by: keylocke on October 08, 2014, 05:04:21 PM
half skills/traits of mother + half skills/traits of father

"conception" is about just splicing some genes.
then the "child" will get squeezed out of vat at age 15(?)
and prepped for neurotrainers.

no more need for preggo stage.
since "sex" can just be recreational, if opting for vat conception.
the important part is the skills/traits imparted by the parents.
Title: Re: How to make children work in game
Post by: Geokinesis on October 09, 2014, 12:52:13 PM
You'd have to add a -40 mood Malus that last for years to the partner if they die in childbirth

Also if you do go the vat route you can have same sex couples having children.  :)
Title: Re: How to make children work in game
Post by: pollgg12 on October 09, 2014, 05:22:26 PM
This is odd but i like it plus the lowest age is 15 so it would work
Title: Re: How to make children work in game
Post by: Thunder Rahja on October 09, 2014, 07:19:01 PM
Games typically last 50-100 days (try Cassandra at Challenging and keep the first colonists that are rolled for you), which is too short for any meaningful impact. Pregnancies take 270+ days. Adding a system for children would probably be a waste.
Title: Re: How to make children work in game
Post by: Grey_Mako on October 10, 2014, 04:12:50 AM
Quote from: Thunder1 on October 09, 2014, 07:19:01 PM
Games typically last 50-100 days (try Cassandra at Challenging and keep the first colonists that are rolled for you), which is too short for any meaningful impact. Pregnancies take 270+ days. Adding a system for children would probably be a waste.

Thunder1, not trying to be funny but you read the key bit about the aging VAT didn't you?

Or is your concern more focused on the length of the pregnancy?

If so, I do not believe one game light and dark cycle equates to one actual day. I could be wrong, but if I am, we need to find out what the species of potato and berries they grow in game are - they could solve world hunger in a week!

Jokes aside, I believe that the pregnancy period would not equate to 270 cycles of light and dark in the game, probably closer to 10.

Quote from: Geokinesis on October 09, 2014, 12:52:13 PM
You'd have to add a -40 mood Malus that last for years to the partner if they die in childbirth

Also if you do go the vat route you can have same sex couples having children.  :)

Hey Geo, the flow diagram has a bit in it for negative and positive mood modifiers as a result of a birth/still birth.

Although the Vat I had in mind was for rapid aging rather than creation of children. I dunno, but it seems a bit cheap to me (in game) to just push a button and build a child, I'd much rather go through the process of earning one.

Quote from: Thravid on October 09, 2014, 11:33:52 AM
C-Sectio. Just get the baby out of the mother with an operation. This will need a skilled doctor. And a natural birth doesn't have to be only succesfull with a doctor.

C-Sectio: Experienced doctor to perform save operation.
Natural Birth: Will be saver with doctor, but NOT needed. Bigger chance the mother or child will die.

Like the idea of C sections as an alternative to natural birth, could work well as a method of birth with a greater chance of mother surviving, but requires a highly skilled doctor.
Title: Re: How to make children work in game
Post by: Dragoon on October 13, 2014, 11:54:15 PM
This chart and these ideas are Great! Nice to see a suggestion where people don't go all it's a rim-world not a sim-world.
Title: Re: How to make children work in game
Post by: Damien Hart on October 14, 2014, 02:03:37 AM
Quote from: Grey_Mako on October 10, 2014, 04:12:50 AM
If so, I do not believe one game light and dark cycle equates to one actual day. I could be wrong, but if I am, we need to find out what the species of potato and berries they grow in game are - they could solve world hunger in a week!

Jokes aside, I believe that the pregnancy period would not equate to 270 cycles of light and dark in the game, probably closer to 10.

Colonists age once per year; unless they somehow slow the aging process simply by being on the planet, then its cycles have to be the same as Earth's.

I would assume that the plants are genetically engineered to have a faster growth rate and a shorter lifespan, they are something like 2,500 years into the future after all.

The main issue I have with reproducing colonists is that a natural pregnancy doesn't fit within the time frame of a normal game, and vat growing is far too high-tech for a handful of crash survivors. Even producing solar panels from scratch is a bit iffy, but with wind power coming, we'll see how that pans out. We're meant to be managing a colony of crash survivors, trying to survive with whatever they can build from scratch, not a colony at the peak of technological advancement.
Title: Re: How to make children work in game
Post by: keylocke on October 14, 2014, 07:11:41 AM
they can try buying vats and neurotrainers from traders? (rare and expensive)

-----

edit :

now that you mention it.. maybe we should also buy solar panel parts and steam generator parts + researching the relevant tech before actually being able to construct solar panels and steam gens.

the problem with this is that we need to at least have a way to cook without electricity. maybe one of  campfire mods or something.

---

anyways, i think the process should be..

research machine tech -> manufacture/buy machines parts -> build machine

i think that's how construction of complicated structures should work. (i also like the idea of the modular turrets and all those other neat mods.)
Title: Re: How to make children work in game
Post by: bechtoldn on October 15, 2014, 12:45:31 AM
Interesting idea for the game, i wouldn't mind seeing it put into creation.  :)
Title: Re: How to make children work in game
Post by: Grey_Mako on November 14, 2014, 03:53:35 AM
Quote from: Damien Hart on October 14, 2014, 02:03:37 AM

I would assume that the plants are genetically engineered to have a faster growth rate and a shorter lifespan, they are something like 2,500 years into the future after all.

........

The main issue I have with reproducing colonists is that a natural pregnancy doesn't fit within the time frame of a normal game.........

Hang on one cotton pickin' second...

If you accept that the plants have been genetically modified to gestate and grow faster, why is it difficult for you to image that the humans could also have been similarly modified?
Title: Re: How to make children work in game
Post by: Darkfirephoenix on November 14, 2014, 07:39:56 AM
Quote from: keylocke on October 14, 2014, 07:11:41 AM
they can try buying vats and neurotrainers from traders? (rare and expensive)

-----

edit :

now that you mention it.. maybe we should also buy solar panel parts and steam generator parts + researching the relevant tech before actually being able to construct solar panels and steam gens.

the problem with this is that we need to at least have a way to cook without electricity. maybe one of  campfire mods or something.

---

anyways, i think the process should be..

research machine tech -> manufacture/buy machines parts -> build machine

i think that's how construction of complicated structures should work. (i also like the idea of the modular turrets and all those other neat mods.)
Buying mid/high-tech from traders? TechtreeMinami already does that, you should take a look if you haven't already.

About the growth speed of humans: They are "normal" humans and take the "normal" amount of time to age. Maybe later we will get "modified" humans with a higher aging factor (good: They mature faster, bad: they die earlier).
So I think the carrytime should be 9 months till birth and the maturing time should be also normal, UNLESS you give growth hormones.
About "speed maturing"/genetical creating children: It should take a good amount of materials, energy/power and research. (creating a human from scratch would take some kind of "bio-material" and a good amount of it, making the "bio-material" should take raw materials and mainly TIME. Speeding up growth would need some "growth" research and "learning/teaching" research [you don't want a person with the body of an adult and only the mind of a infant, or?] and ofc some growth materials [growth medicine or such])
Title: Re: How to make children work in game
Post by: NoImageAvailable on November 14, 2014, 09:01:19 AM
Quote from: Grey_Mako on November 14, 2014, 03:53:35 AM
Quote from: Damien Hart on October 14, 2014, 02:03:37 AM

I would assume that the plants are genetically engineered to have a faster growth rate and a shorter lifespan, they are something like 2,500 years into the future after all.

........

The main issue I have with reproducing colonists is that a natural pregnancy doesn't fit within the time frame of a normal game.........

Hang on one cotton pickin' second...

If you accept that the plants have been genetically modified to gestate and grow faster, why is it difficult for you to image that the humans could also have been similarly modified?

It took you an entire month to come up with that revelation?

Regarding children as others have said before, it just wouldn't fit into the time frame of the game and your counter-arguments seem pretty weak. The silly plant growth time is more of an argument against such short growth times (in fact, Tynan has been hinting that we might see a more realistic system at some point in the near future to go with the upcoming seasons) and the growth vat seems like nothing but a cumbersome hack. IMO there could very well be romantic relationships once colonist relationships are implemented but children simply don't fit into the scale of the game as it is right now.
Title: Re: How to make children work in game
Post by: TrashMan on November 17, 2014, 02:28:57 AM
the time scale is the biggest issue.

Now, there are ways to go around it. Who is to say 1 day on planet X equals 1 earth day.
You can just as easily make 1 day = 10 earth days, meaning 10x more time passes. Or even more.

You can even use the seasons principle, like DF does, instead of days.
Title: Re: How to make children work in game
Post by: Damien Hart on November 19, 2014, 01:25:58 AM
Quote from: Grey_Mako on November 14, 2014, 03:53:35 AM
Quote from: Damien Hart on October 14, 2014, 02:03:37 AM

I would assume that the plants are genetically engineered to have a faster growth rate and a shorter lifespan, they are something like 2,500 years into the future after all.

........

The main issue I have with reproducing colonists is that a natural pregnancy doesn't fit within the time frame of a normal game.........

Hang on one cotton pickin' second...

If you accept that the plants have been genetically modified to gestate and grow faster, why is it difficult for you to image that the humans could also have been similarly modified?

Genetically modified crops are already used IRL; it's only natural that that technology would be more advanced and likely widely available at the time - like on board a ship that's required to travel years at a time between populated planets where it could buy food, for example - some crew are likely to be out of crypto sleep for maintenance, etc. and it would be cheaper to grow their own food hydroponically than buy several years worth of supplies.

I never took issue with the idea of genetically modified humans, simply with the idea that a bunch of crash survivors on an uncolonised planet would have the means to create a vat-growing facility to manufacture new colonists (which is the only manner of genetically modifying humans (not including cosmetic modifications) mentioned in the lore, a method which would also be somewhat redundant if the technology existed to create genetically modified people outside of a vat by any feasible means).

Not to mention that technology like that would be a closely guarded secret by any government that managed to develop it; it's not exactly likely to be freely available on the open market to anyone who might want to raise an army of clones for their own nefarious purposes.
Title: Re: How to make children work in game
Post by: JesterHell on November 19, 2014, 02:00:39 AM
I personally don't think that children should be seen as an expansion of your work force or "new" colonists, rather that their existence is controlled by the storyteller as a late game challenge rather then just more & more raiders that late game currently is, and that the benefits of children are entirely morale based.

So rather then being a case of the player going "Yes, new colonist" you have to deal with the issues that come with looking after children, and are forced to ask yourself, where do they go? what can they do? how do I keep them safe?

Not only should children give a morale bonus much like "new colony hope" that decrease over time but it should affect not only the parents but all non-psycho colonists examples being "I have a son/daughter" and "theirs a new life in the colony".

They should also give a higher mood "buff" from social interaction, a "talked with mother/father/son/daughter/brother/sister" for family and "talked with child"/"child's laughter" for all non-psycho colonists, as to many people children give hope and inspire optimism about what the future holds.

There should also be negative thought about child death or injury "I couldn't protect my own child" and again a lesser version of these should also affect all non-psychos "We couldn't even protect a child"
Title: Re: How to make children work in game
Post by: Dragoon on November 19, 2014, 05:55:45 AM
Quote from: JesterHell on November 19, 2014, 02:00:39 AM
-snip-

:'( that was amazing work sir!!!
Title: Re: How to make children work in game
Post by: Japzzi on November 19, 2014, 06:51:26 AM
I can make prisoners make babies with each other then!

Babies/Kids = free organs and food! C:
Title: Re: How to make children work in game
Post by: H_D on November 19, 2014, 04:23:24 PM
Quote
How to make children work in game?

Maybe little off topic, but I'd try with electric collars.
Title: Re: How to make children work in game
Post by: StorymasterQ on November 19, 2014, 07:22:53 PM
Quote from: Japzzi on November 19, 2014, 06:51:26 AM
I can make prisoners make babies with each other then!

Babies/Kids = free organs and food! C:

Inb4: Check my signature.
Title: Re: How to make children work in game
Post by: keylocke on November 20, 2014, 06:16:12 AM
Quote from: Damien Hart on November 19, 2014, 01:25:58 AM
I never took issue with the idea of genetically modified humans, simply with the idea that a bunch of crash survivors on an uncolonised planet would have the means to create a vat-growing facility to manufacture new colonists (which is the only manner of genetically modifying humans (not including cosmetic modifications) mentioned in the lore, a method which would also be somewhat redundant if the technology existed to create genetically modified people outside of a vat by any feasible means).

Not to mention that technology like that would be a closely guarded secret by any government that managed to develop it; it's not exactly likely to be freely available on the open market to anyone who might want to raise an army of clones for their own nefarious purposes.

meh. what you can't build, you can probably buy off traders, if the tech and stock exist. (neuro-trainers? bionic implants? etc..)

also, what government? last time i checked, my colonists aren't paying any taxes.. lol. (also, black market.. *cough*)

Quote from: StorymasterQ on November 19, 2014, 07:22:53 PM
Quote from: Japzzi on November 19, 2014, 06:51:26 AM
I can make prisoners make babies with each other then!

Babies/Kids = free organs and food! C:

Inb4: Check my signature.

i know, right?

so much quotable stuff, reminiscent of "a modest proposal"..  ;)
Title: Re: How to make children work in game
Post by: Damien Hart on November 20, 2014, 08:10:17 PM
Quote from: keylocke on November 20, 2014, 06:16:12 AM
Quote from: Damien Hart on November 19, 2014, 01:25:58 AM
I never took issue with the idea of genetically modified humans, simply with the idea that a bunch of crash survivors on an uncolonised planet would have the means to create a vat-growing facility to manufacture new colonists (which is the only manner of genetically modifying humans (not including cosmetic modifications) mentioned in the lore, a method which would also be somewhat redundant if the technology existed to create genetically modified people outside of a vat by any feasible means).

Not to mention that technology like that would be a closely guarded secret by any government that managed to develop it; it's not exactly likely to be freely available on the open market to anyone who might want to raise an army of clones for their own nefarious purposes.

meh. what you can't build, you can probably buy off traders, if the tech and stock exist. (neuro-trainers? bionic implants? etc..)

also, what government? last time i checked, my colonists aren't paying any taxes.. lol. (also, black market.. *cough*)

Like I said, the government on the planets that developed the technology in the first place. Or at least a super-corporation with a comparable level of power and resources.

Neuro-trainers and bionic limbs aren't inherently dangerous (at least not in the way I'm talking about), unlike a host of genetically modified humans whom you can program to think however you choose. I guess I just don't see traders, even black market smugglers having access to, let alone flying around the galaxy with the equipment required to set up any sort of vat-growing operation. And if they did manage to get their hands on some, you'd hardly expect them to be priced anywhere within the range that your colony could afford by selling potatoes, or even cattle prisoners;
Title: Re: How to make children work in game
Post by: StatikMilk30 on November 20, 2014, 08:21:50 PM
Quote from: Thravid on October 09, 2014, 11:33:52 AM
C-Sectio. Just get the baby out of the mother with an operation. This will need a skilled doctor. And a natural birth doesn't have to be only succesfull with a doctor.

C-Sectio: Experienced doctor to perform save operation.
Natural Birth: Will be saver with doctor, but NOT needed. Bigger chance the mother or child will die.

Their could be a mood drop effect do to C-Section, so it is not just the best way to go.
Title: Re: How to make children work in game
Post by: StatikMilk30 on November 20, 2014, 08:34:08 PM
Quote from: Simulacrum on October 08, 2014, 04:29:56 PM
Seems kind of redundant to me, unless other forms of recruitment were added their own severe disadvantages.

You can either spend lots of resources and 2+ years of in-game time to grow an emotional cripple with no skills, that even risks killing the mother (or the other way around if the mother dies or is injured), or you can pick whichever guy you like from one of the many battlefields that occur naturally anyway and recruit them, often getting yourself an amazing guy with useful traits of your choosing. Or you can harvest some cotton and buy a slave... hmm...

Anyway. Maybe if you could design the kid, or it had some other major advantage that would make it preferable to other forms of recruitment, but as-is it doesn't look worth it, and the vat growing is really awkward.

Their could be more punishment for taking prisoners from battle. Like other factions start to think you are a bunch of slave driving bandits and try to take you down. Or the prisoners could get a new chance of changing sides back to their original faction and killing one of your colonists. It would make taking prisoners more of a hard choice.
Title: Re: How to make children work in game
Post by: keylocke on November 21, 2014, 04:47:49 AM
Quote from: Damien Hart on November 20, 2014, 08:10:17 PM
Like I said, the government on the planets that developed the technology in the first place. Or at least a super-corporation with a comparable level of power and resources.

Neuro-trainers and bionic limbs aren't inherently dangerous (at least not in the way I'm talking about), unlike a host of genetically modified humans whom you can program to think however you choose. I guess I just don't see traders, even black market smugglers having access to, let alone flying around the galaxy with the equipment required to set up any sort of vat-growing operation. And if they did manage to get their hands on some, you'd hardly expect them to be priced anywhere within the range that your colony could afford by selling potatoes, or even cattle prisoners;

pure speculation. can you describe in more detail what are the necessary requirements for building VAT tech? we're dealing with a fictional tech here. lol.

also, what kind of government are we talking about here anyways? democracy? communism? theocracy, adhocracy, technocracy, etc.. (*cough* ie : rapture, columbia, in bioshock? *cough*)

the blackmarket's ability/inability to acquire VAT tech is also purely speculation. this is a fictional world, there could be dozens of instances on how the black market can get VAT tech (ie : corrupt gov officials, rogue scientists, hijacked convoy, etc)

also, since resources needed for constructing VAT tech is pure speculation. that means price is also pure speculation. it could be expensive, it could be cheap (priceless? lol. is it lurve?). but as long as it has a price and mass produced, it can probably be sold.

edit : (different approaches to clone tech)
-star wars : clone tech is heavily regulated. ('coz it's a key point in the story. if the separatists can get clones + drones. then the story becomes a frakk fest)
-eve online : clones are cheap and widely spread

so it depends on the "lore".

--------------

edit : moar speculations..

-get enough moneys to buy VAT and install it.
-get papa sperm to fertilize mama egg on petri dish
-gattaca the shitz out of it (optional)
-place it in a VAT (eats resources, energy, time) (watch out for solar flares! and get a mod or something, coz the flare/eclipse timings are funky as hell)
-wait for gestation period to finish (if you're lucky, repeat process if not)
-squeeze out a brand spanking new and totally clueless "15 year-old" colonist (but with the combined traits of it's mama/papa)
-plop them in a neurotrainer for "orientation"
-???
-profit

--------------

edit 2 : traits categories (aka : gattaca-the-shitz-out-of-it checklist)

*basic traits : (constant. can only be changed by "events". ie : accidents, injuries, etc..)
-physical : ie : strong, weak, fast, slow, etc..
-mental : ie : smart, stupid, etc..
-social : ie : attractive, ugly, abrasive, friendly, etc..

*mood traits : (activated/deactivated by morale)
-positive : ie : optimistic, happy, etc..
-negative : ie : depressive, angry, etc..
-neutral : ie : apathy, etc..




Title: Re: How to make children work in game
Post by: Argon on November 23, 2014, 11:38:26 AM
The real issue with this seems to be game span.

With some games following the Crash-Survive-Escape plan.
A different play style(Crash-Survive-Thrive)can commonly result in 5+ year long games, making a 270 day gestation period perfectly reasonable.
Title: Re: How to make children work in game
Post by: Damien Hart on November 24, 2014, 09:01:25 AM
There is only one piece of hard information regarding the vat growing of humans, and that's that it is used for growing soldiers (as evidenced by the in-game trait). Any government that is using the technology for manufacturing armies is going to do everything in its power to ensure that they are the only ones with access to that technology.

One other piece of information that might relate to vat growing is this, from the longsleep revival briefing: "Some worlds engineer “perfect mates” for the rich and powerful." This is the only other mention of genetic engineering that likely takes place before birth. If the same technology is in fact used, the phrase rich and powerful implies that the procedure is costly, or at least regulated in such a way that only the privileged few have access to it; if it were more widely accessible, it wouldn't be limited to the rich and powerful.

With the cost and possible applications in mind, any black market dealer with the means to obtain the technology wouldn't be flying about the galaxy offering it to anyone they came across; a person who has need of that technology is likely someone who doesn't take issue with taking it by force.
Title: Re: How to make children work in game
Post by: keylocke on November 24, 2014, 09:08:31 PM
Quote from: Damien Hart on November 24, 2014, 09:01:25 AM
There is only one piece of hard information regarding the vat growing of humans, and that's that it is used for growing soldiers (as evidenced by the in-game trait). Any government that is using the technology for manufacturing armies is going to do everything in its power to ensure that they are the only ones with access to that technology.

One other piece of information that might relate to vat growing is this, from the longsleep revival briefing: "Some worlds engineer �perfect mates� for the rich and powerful." This is the only other mention of genetic engineering that likely takes place before birth. If the same technology is in fact used, the phrase rich and powerful implies that the procedure is costly, or at least regulated in such a way that only the privileged few have access to it; if it were more widely accessible, it wouldn't be limited to the rich and powerful.

With the cost and possible applications in mind, any black market dealer with the means to obtain the technology wouldn't be flying about the galaxy offering it to anyone they came across; a person who has need of that technology is likely someone who doesn't take issue with taking it by force.

any item that can be acquired by the "rich" implies that it can be "bought". and if it's a highly regulated item, it means that it's probably gonna get bought from the black market.

while "rich" is a very subjective term. even governments have budgets. if they mass produce soldiers via vat-tech, then that means the tech is pricey, but not over-the-top-pricey. heck! even a rag-tag colony can probably amass enough silver to trade for a couple of those babies, as compared to a whole factory's worth of vats for mass production of soldiers. otherwise, what's the point of producing vat soldiers, if a government can't mass produce them for cannon fodder? (also, emmie the vat-grown sex slave.. lol.. it kinda undermines the ironclad government regulation argument)

edit : also, how many governments are there? if there are governments at war, defunct governments, etc.. not to mention entire planets, entire star systems, etc.. then oodles of rogue scientists, knowledgeable of vat-tech, roaming around the galaxy are highly possible.

as for "black market" items, like slaves, AI cores, etc.. since those things can be bought from a trader. that implies that even hard-to-acquire/illegal items such as vats can be bought as well. it's all really just a matter of pricing. (heck! i've even gunned down several rogue scientists during pirate raids.. lol. if they're that desperate, imagine how cheap they would sell vats if they have enough materials to build one.)

this is why i really don't find any of your arguments compelling enough to remove the possibility of buying vats from the black market. it's not as if adding vats into the game would be game-breaking or anything. it mostly just adds flavor, since it's more cheaper to just buy a slave from traders.

edit2 : better yet, just allow vat-tech to be researched, aight? if a colonist who grew up in a cave can learn how to build spaceships and turrets and all those other thinga-majigs, why not vat-tech?

vats would be great for people who wants to allow "couples" in their colonies to have kids.. and to be able to "breed" the parent's traits and then hyper-grow them quickly to 15 years old (so they don't have to be useless food-munching parasites for 15 yrs, before they become relatively useful)
Title: Re: How to make children work in game
Post by: Kogan Loloklam on November 26, 2014, 12:06:59 AM
Hello. My first post. I haven't gotten this game, and don't yet plan to. The main reason why fits into why this suggestion shouldn't be knocked by the people saying "this doesn't fit into the game!"

I like survival games. I like games where my people have children. I like those games to have realistic child scales.

What is Human Reproduction?
It's not positive. See, basically when restricted from basic medical care, there is a chance that a man can give a woman a 270 day long incubated disease that has  historical records of a mortality rate as high as 1 in 7 or worse.
At the conclusion of this, a creature is created that demands more than the normal operating time of a normal adult human in a day. That lasts for weeks.
When that phase is over, you still have a creature that is for all intents and purposes not only worthless to society, but will remain pretty worthless for almost a decade and will severely reduce the capabilities of at least one functional member of your society, if not several.

So... Why would ANYONE really want this thing in their game, especially if it is implemented in a realistic manner?

Simple. Stories.

Does it matter that the child you are dealing with provides no positive gain? No. It doesn't. It's still a child in your game. It gives you a different creature to know.

I never played this game so I don't quite know how the stories go (I know enough to know there is a pregnant flag, which caught my eye, but that it never results in a birth?) but here's two different scenarios.

Scenario 1) Two men and Three women crash down on a planet. They fight off a band of raiders. One is killed. They finally flee the planet after 7 months.
Scenario 2) Two men, a Woman, a 4 year old child, and an Infant crash on a planet. They fight off a band of raiders. One is killed. They finally flee the planet after 7 months.


Tell me, which story are you more interested in hearing about the details? Do you want to know who died in scenario 1? What about Scenario 2? If I pick one at random from the 5 creatures in both scenarios, is there one scenario where it matters?
Does it matter that the 4 year old and the infant are totally worthless to providing for the colony for the story you want to know more of?


You want children to work in the game? Just put them in the game. The game is about the story is it not? Then let the story be told! You don't have to make enhanced mechanics to make stuff happen faster than it should. It doesn't have to provide any benefit. If the mechanics are there for birth, aging, until death, people will play it strait, and even those who aren't trying to "populate the world" will enjoy it. Trust me on that.


That's how you make children work in game. That's what I was looking for when I looked at this game, and the mechanism I don't think is going in, and why I am not plopping 30 dollars down today for it. I know that statement will annoy some people, but remember, THIS is my message...

If this game is about the story, just put the mechanisms in as the would match reality as you already do when it comes to day interactions, and they automatically work towards what this game is about.

Have a nice day.
Title: Re: How to make children work in game
Post by: Grey_Mako on November 26, 2014, 03:26:59 AM
Hello, OP here. Not checked this in a while as it dried up, but now it's exploded a bit!

Good to see some people looking at this with an open mind and discussing the ins and outs.

Bit disappointed to see some people totally stuck on the concept of gestation periods, and in game day cycles. It really doesn't seem like an issue to me.

Anyway. Just popped in, and now I'm popping out again - see you in a few weeks ;)

Title: Re: How to make children work in game
Post by: keylocke on November 26, 2014, 07:04:26 AM
k. first off. welcome to the forum kogan.  ;D

here's my reaction to this post :

Quote from: Kogan Loloklam on November 26, 2014, 12:06:59 AM
Hello. My first post. I haven't gotten this game, and don't yet plan to. The main reason why fits into why this suggestion shouldn't be knocked by the people saying "this doesn't fit into the game!"

At the conclusion of this, a creature is created that demands more than the normal operating time of a normal adult human in a day. That lasts for weeks.
When that phase is over, you still have a creature that is for all intents and purposes not only worthless to society, but will remain pretty worthless for almost a decade and will severely reduce the capabilities of at least one functional member of your society, if not several.

yea.. kinda my point exactly. what sort of unfathomable madness could create such a malevolent parasitic creature, amirite?

and then there's the 180 spin..

Quote from: Kogan Loloklam on November 26, 2014, 12:06:59 AM
So... Why would ANYONE really want this thing in their game, especially if it is implemented in a realistic manner?

Simple. Stories.

*snip*

You want children to work in the game? Just put them in the game. The game is about the story is it not? Then let the story be told! You don't have to make enhanced mechanics to make stuff happen faster than it should. It doesn't have to provide any benefit. If the mechanics are there for birth, aging, until death, people will play it strait, and even those who aren't trying to "populate the world" will enjoy it. Trust me on that.


That's how you make children work in game. That's what I was looking for when I looked at this game, and the mechanism I don't think is going in, and why I am not plopping 30 dollars down today for it. I know that statement will annoy some people, but remember, THIS is my message...

If this game is about the story, just put the mechanisms in as the would match reality as you already do when it comes to day interactions, and they automatically work towards what this game is about.

Have a nice day.

this part kinda made me applaud to it, it sounds so badass and yolo.  ;D

i figured there's a reason why the minimum age of colonists in the game is 15. old enough to learn how to drive in some countries, but not yet old enough to drink. (or get cannibalized for that matter..)

but hells yea. screw logic in a dog-eat-dog survival game. clementine all the way. (for the drama)

(http://www.quickmeme.com/img/8a/8a799bac73d4539ce7e6be98a779bcbd463403d5291af81bedbb53c2491ac573.jpg)

look at that, it doesn't matter even if they nevah-grow-up. they're like cute little puppies.  (we can just treat them like edible mascots or something) ;)