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RimWorld => Ideas => Topic started by: RevBrock on December 02, 2016, 09:17:15 PM

Title: Progressively revealed traits
Post by: RevBrock on December 02, 2016, 09:17:15 PM
I shouldn't know this wanderer who joins my colony is a pyromaniac until they go around starting fires.  It would be fun if you don't immediately have this detailed readout of a person you know nothing about.  Would be fun if you discovered this new worker you love turns out to be a canable and wants you for breakfast.
Title: Re: Progressively revealed traits
Post by: schizmo on December 02, 2016, 09:31:51 PM
I think this would be a great addition to harder difficulties, but might make it TOO hard for those who still play on lower difficulties. And certainly no matter what difficulty you choose, your starting 3 colonists should have all traits revealed.
Title: Re: Progressively revealed traits
Post by: RevBrock on December 02, 2016, 09:40:28 PM
Totally agree with starting colonist being revealed
Title: Re: Progressively revealed traits
Post by: Havan_IronOak on December 03, 2016, 02:39:41 AM
I like the aspects of storytelling that this suggests.

The gradual reveal would be great. Personally I think colonists should be able to develop traits as the game goes on. e.g. someone injured with a molotov cocktail may be become incapable of "scary" firefighting.

Personally I also like the idea that colonists incapable of some duties (like hauling) can be made to do it at a strong mood penalty.
Title: Re: Progressively revealed traits
Post by: Wanderer_joins on December 03, 2016, 03:02:06 AM
Traits and history...
Sort of Big Brother shit:

"Lumi had a deep talk with Tynan. She found out he killed her father."
Title: Re: Progressively revealed traits
Post by: RevBrock on December 03, 2016, 10:55:19 AM
Quote from: Havan_IronOak on December 03, 2016, 02:39:41 AM
I like the aspects of storytelling that this suggests.

The gradual reveal would be great. Personally I think colonists should be able to develop traits as the game goes on. e.g. someone injured with a molotov cocktail may be become incapable of "scary" firefighting.

Personally I also like the idea that colonists incapable of some duties (like hauling) can be made to do it at a strong mood penalty.

I totally agree
Title: Re: Progressively revealed traits
Post by: Grishnerf on December 03, 2016, 12:30:47 PM
such System of revealing traits sounds awesome for harder difficulties.
maybe even more Options for getting traits while playing.

1)like you killed someones uncle in the raiding Party and the dude becomes incapable of fighting (maybe even time based, cant fight for 1 season.)
2)or someone gets Food poisoning and theres a chance he will only eat berries and corn for 2 seasons.
3)or someone gets 3 lucky headshots in a row and has a Chance to get Careful shooter.
4)or someone Fails at an Operation and wont heal anymore and gets alcohol addiciton
5)or someone gets attacked by an wild animal( boar) with a fatal wound (lost right toe) so he wont interact with boars for the next year. even your own.

would make the game more chaotic and random and you have to Play around that.
possibilities are endless.

Title: Re: Progressively revealed traits
Post by: Wanderer_joins on December 03, 2016, 01:44:59 PM
yes, seriously a good idea, a blind recruitment, or more social chat needed to progressively unveil their trait.