Adaptive Traits

Started by RayvenQ, August 10, 2016, 10:16:15 PM

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RayvenQ

This is a suggestion for having a dynamic set of traits that can be gained or lost, based on what happens to the colony, as I feel, while the default, unremovable traits (aka personality traits), traits based upon the situation of the colony, gained or lost over time, would add an interesting dynamic. Things that would buff, or debuff your colonists in some ways based on what's going on with your colony. They'd act like certain health injuries (like malnourishment or heat stroke etc) in that your colonists would gain them over time, but they'd also lose them over time as the situation changes.

Such as:

Undernourished: Caused by constantly having low food or even possibly a bland, repetetive plain diet. Effect: Suffer from malnutrition less, but are more apt to binge when better quality/larger amounts of food are around. Transitioning away from this would involve them binging a lot until
they are used to better/larger amounts of meals

Gluttonous:  The opposite of Undernourished. They'd eat less frequently, but suffer from malnourishment more readily, less likely to go on binges, but will suffer moodlets if they#re forced to eat a more bland or lower quality food than they're used to.

Hard Bitten: Caused by prolonged exposure to human bodies, attacks by raiders, seeing and gaining injuries. Effect: Pain moodlets and moodlets involving friends, strangers, prisoners dying/being injured/seeing human corpses are reduced in effect but get a mood and social buff when it comes to non colonists being present/interacting with non colonists. Will go down if raids are less frequent and non colonists are present more, until they reach a state where they are now bothered by seeing all the nastiness around them, and back to being more trusting and social.

Spartan: Caused by prolonged exposure to terrible surroundings/lower quality quarters.  Effect: Less bothered by their surroundings, but more easily jealous of better surroundings they encounter. Will suffer a negative moodlet until they are used to better surroundings.

Spoiled: The opposite of Spartan, constant exposure to high quality quarters. Effect: Not as jealous of others, though will feel negative if they're moved to lower quality quarters. Will suffer a negative moodlet until they get used to the worse surroundings.

Basically, while I do want permanent starting traits to matter (hence why I call them personality traits) I wouldn't mind traits popping up or going away based on the world situtation happened, in a more dynamic fashion. It'd also help out with getting moodlets that logically shouldn't be happening and taming them down a bit, without directly nerfing them. Imagine a colonist is rebuffed by another colonist frequently. They'd develop "Cold Hearted" as a trait, where they'd be less inclined to romantically pursue a colonist and suffer a social hit, which could be reversed by increased social interation. Doing so dynamically based on the trait.

However, unlike some of the medical things that can arrive or go away in a matter of ingame hours, these are things that would take days if not weeks to develop and be fully active.

Pax_Empyrean

I feel that traits should be the thing that does not change. There are other systems (injuries and moods, in particular) that are made for this. While I really don't like the idea of traits being gained or lost, I wouldn't mind those systems being expanded to reflect what's been going on in your colony a little better.

RayvenQ

Quote from: Pax_Empyrean on August 10, 2016, 11:38:08 PM
I feel that traits should be the thing that does not change. There are other systems (injuries and moods, in particular) that are made for this. While I really don't like the idea of traits being gained or lost, I wouldn't mind those systems being expanded to reflect what's been going on in your colony a little better.

Well, as I tried to express in my post, these would be traits that come and go, over long periods of time, but they'd be seperate from the other permanant (aka personality) traits. So you'd still have the starting character traits, these are traits your colonists would develop seperately.

Lightzy

I like that pawns have the chance to grow fat, thin, etc.

Also, would be fun if pawns had a chance to suddenly find a passionate interest in some profession, or decide they've had enough of another profession, etc.