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RimWorld => Ideas => Topic started by: Wishmaster on March 04, 2017, 01:06:59 PM

Title: Mental breaks based on bad mood reasons.
Post by: Wishmaster on March 04, 2017, 01:06:59 PM

RimWorld Pawns be like:
I am in bad mood because I'm starving ? I better go daze for 20 hours.
I am in bad mood because I'm injured ? Berserk.

I think bad mood reasons should be a factor of the nature of the mental break (sad wander, daze, berserk...).

For example :


ReasonMakes to likely to
Starving / hungry    Food binge
Tired / in painRush for a bed (new mental break) or stay in bedroom
Drug withdrawalRelated drug binge
Other reasonsRandom mental break
Title: Re: Mental breaks based on bad mood reasons.
Post by: SpaceDorf on March 04, 2017, 02:00:48 PM
I support this Idea, just because it feels right.

Quote from: Wishmaster on March 04, 2017, 01:06:59 PM

More examples :


Dead Bodies Everywheresad wander, daze, berserk, hide in bedroom
Having Fitting Traits, like Bloodlust, Depression .. sad wander, berserk

Title: Re: Mental breaks based on bad mood reasons.
Post by: OFWG on March 04, 2017, 08:34:36 PM
Quote from: SpaceDorf on March 04, 2017, 02:00:48 PM
I support this Idea, just because it feels right.

+1. And the berserk break would happen because ... nothing, it would never happen.
Title: Re: Mental breaks based on bad mood reasons.
Post by: A Friend on March 04, 2017, 11:37:30 PM
Quote from: OFWG on March 04, 2017, 08:34:36 PM
+1. And the berserk break would happen because

Colonist ate without table
Title: Re: Mental breaks based on bad mood reasons.
Post by: O Negative on March 05, 2017, 12:46:48 AM
Quote from: A Friend on March 04, 2017, 11:37:30 PM
Quote from: OFWG on March 04, 2017, 08:34:36 PM
+1. And the berserk break would happen because

Colonist ate without table

100% chance, every time.
Title: Re: Mental breaks based on bad mood reasons.
Post by: Hans Lemurson on March 05, 2017, 08:15:36 AM
Quote from: A Friend on March 04, 2017, 11:37:30 PM
Quote from: OFWG on March 04, 2017, 08:34:36 PM
+1. And the berserk break would happen because

Colonist ate without table
(http://i.giphy.com/Raff7zFT0qsuY.gif)

In any case I think the thread title is more amusingly parsed as "Bad mood-reasons".  We need more bad reasons for mental breaks.
Title: Re: Mental breaks based on bad mood reasons.
Post by: b0rsuk on March 05, 2017, 06:01:03 PM
A related issue is that daze can make your colonist chain mental breaks. I had a starving colonist wake up from a daze in a place between dining room and food storage. Before he made it to the food storage, he snapped into another daze. He was free for literally several seconds ! "Catharsis" doesn't do jack when a single daze makes you starving, very tired, sleep on floor, in cold, possibly outside, joy-deprived... Sometimes the only way other than arresting is waiting until the person drops from starvation so you can rescue him to bed and force feed him!
Title: Re: Mental breaks based on bad mood reasons.
Post by: Perq on March 06, 2017, 02:03:48 AM
I'll just add that some mental breaks are simply annoying to deal with, and having a way of trying to deal with them would be great.
You have level 18 social skill guy? Why not try talking to sad wandering pawn? Or at least feed them. Or something.
Title: Re: Mental breaks based on bad mood reasons.
Post by: SpaceDorf on March 06, 2017, 08:52:53 AM
Quote from: Perq on March 06, 2017, 02:03:48 AM
I'll just add that some mental breaks are simply annoying to deal with, and having a way of trying to deal with them would be great.
You have level 18 social skill guy? Why not try talking to sad wandering pawn? Or at least feed them. Or something.
or herd them somewhere where they can't commit suicide..
Title: Re: Mental breaks based on bad mood reasons.
Post by: O Negative on March 06, 2017, 10:21:15 AM
My biggest issue with some of these mental breaks is how long they last. Need a moment to freak out because your life sucks? Fine. Oh, you want to do that for 30 straight hours. Yeah, that's not okay.

Vanilla non-lethal options would be great IMO.
Title: Re: Mental breaks based on bad mood reasons.
Post by: Aerial on March 06, 2017, 10:59:13 AM
We really need more (and better) mental breaks, as well as more logical connections between the pawn's personality, the reason for the break and the type of break.  And, as others have said, we really need some way to try to mitigate or end the break.  This would be a great use for social skills - to talk a pawn out of their break - or maybe nonviolent pawns could have a special ability for pawn-whispering.

Some potential other kinds of mental breaks:

Verbal abuse - pawn throws insults at whoever is around, affecting their relationships with those people.  Short duration with high impact on moods/relationships.

Tantrum - pawn smashes nearby furniture or production station.  Severity of the break would determine how long the tantrum lasts and/or how much total damage the pawn does.

Seduction - pawn relentlessly tries to romance one or more pawns.  This should have a fair chance of succeeding, depending on various factors (sexuality, if other pawn is in a relationship, etc) with all of the attendant fallout.

Hibernate - pawn goes to bed and won't get up to do anything except eat. Long duration.

Self-harm - pawn cuts him/herself.

Rampage - pawn gets a random ranged weapon from storage and goes "hunting", i.e. shooting at any wild animals it sees.  Rare break with chances higher on bloodlust and psychopath pawns.

On Strike - pawn refuses to work and only does joy activities, but joy gains are significantly reduced.  Could look like a drug binge or an all-night tv session.  Causes negative moodlets to other colonists, especially industrious varieties.

Fire-starting - I'd like to get rid of the pyromaniac trait and simply make fire starting a possible but rare mental break. 

Theft - pawn steals items in storage or art or furniture from other pawns' bedrooms and puts them in his/her own bedroom.  Angers the owner/relationship impact.

Reorganizing - Pawn starts moving things from appropriate stockpiles to inappropriate ones.

Sabotage - pawn causes breakdowns in multiple machines.  Break would not be announced/notified until someone repaired the first broken machine and thereby discovered the sabotage.
Title: Re: Mental breaks based on bad mood reasons.
Post by: SpaceDorf on March 06, 2017, 11:26:22 AM
Seduction - pawn relentlessly tries to romance one or more pawns.  This should have a fair chance of succeeding, depending on various factors (sexuality, if other pawn is in a relationship, etc) with all of the attendant fallout.

This allready happens in the game :)
I had a female, that had an affair with another man .. mood was applied accordingly .. half a year later she moved back to her husband.

Also I like the Pyromaniac trait, just not as it is implemented at the moment.
Title: Re: Mental breaks based on bad mood reasons.
Post by: Aerial on March 06, 2017, 11:34:00 AM
Quote from: SpaceDorf on March 06, 2017, 11:26:22 AM
Seduction - pawn relentlessly tries to romance one or more pawns.  This should have a fair chance of succeeding, depending on various factors (sexuality, if other pawn is in a relationship, etc) with all of the attendant fallout.

This allready happens in the game :)
I had a female, that had an affair with another man .. mood was applied accordingly .. half a year later she moved back to her husband.

Quite honestly, there's an unrealistic lack of people getting together in the game.  I can have a colony of eight people and no one sleeps with anyone for years, which simply wouldn't happen.  My suggestion was just a way to bring more morning-after-regrets into the relationship mix by making the really bad idea one night stand into mental break.
Title: Re: Mental breaks based on bad mood reasons.
Post by: SpaceDorf on March 06, 2017, 01:39:46 PM
Why not turn it around ?

Thats one damn good reason for a mental break .. social fight, drug binge, daze ..

My wife slept with my best friend ..
the plot of ssooooo many stories, be it murder mysterie, comedy and every goddamn soap opera ever.
Title: Re: Mental breaks based on bad mood reasons.
Post by: Dorian on March 06, 2017, 02:38:10 PM
Many of my colonists seem to end up being entitled emo kids who are always upset about the dumbest things.  My one guy kept lighting fires way too often.  I arrested him, twice, after fistfights broke out.  After the 3rd time I had him euthanized.
Title: Re: Mental breaks based on bad mood reasons.
Post by: PetWolverine on March 06, 2017, 05:45:07 PM
I like all of these ideas, except...

Quote from: Aerial on March 06, 2017, 10:59:13 AM
Fire-starting - I'd like to get rid of the pyromaniac trait and simply make fire starting a possible but rare mental break.

So you want to make *all* pawns pyromaniacs? Can we please not?
Title: Re: Mental breaks based on bad mood reasons.
Post by: Aerial on March 07, 2017, 08:36:19 AM
Quote from: PetWolverine on March 06, 2017, 05:45:07 PM
I like all of these ideas, except...

Quote from: Aerial on March 06, 2017, 10:59:13 AM
Fire-starting - I'd like to get rid of the pyromaniac trait and simply make fire starting a possible but rare mental break.

So you want to make *all* pawns pyromaniacs? Can we please not?

The problem is that it's such an annoying/destructive trait that no one wants pyros in their colony.  I'd rather make it a really rare response to a mental break (something the player has more control over) rather than a common behavior that just gets that pawn euthanized immediately.
Title: Re: Mental breaks based on bad mood reasons.
Post by: Nuss on March 07, 2017, 02:00:01 PM
There are some good suggestions being dropped here. Mental breaks just feel way too random at times and are often unappropriate in scale. Like people beating eachother to death after an insult, when their opinion of eachother is 0/-15 and noone has any related trait.


ps. Depression is not an appropriate base for berserk, what the fuck dude?