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RimWorld => Ideas => Topic started by: deshara218 on April 08, 2017, 03:23:57 PM

Title: New mental break: Depression
Post by: deshara218 on April 08, 2017, 03:23:57 PM
Idk if anyone else has had this problem but none times out of ten my game ends because somebody who receives a wound for aa good reason (defending), while in bed recovering because they are in so much pain they can't move, has a mental break, gets up and runs outside to punch a panther, getting mauled & bedridden for longer, guaranteeing that they'll go berserk again before they get out of bed to go play horseshoes, and will eventually bedridden somebody else who will go berserk & assault them, locking the two of them in an unbreakable loop until they're dead because the catharsis from one mental break isn't enough to counteract the fact that now their bed is covered in their blood from the last 5 berserks they've had since they got bedridden & I can't build a new medical ward if my whole colony is trapped in ER fight club
So, easy solution: if mental break while testing or patient'ing, they have a high chance to get "depression" mental break in which they simply won't get out of bed until they snap out of it, simply to prevent unstoppable one-or-two-person break-loops
Title: Re: New mental break: Depression
Post by: Definitely not Sceaudufax on April 08, 2017, 04:18:24 PM
I also think depression could be a normal mental break chance happening to non medical colonists as well. Depression would slow their global work speed to a crawl or maybe they will refuse to get out of bed. Another colonist with a high social and medical skill (think therapist) could be instructed to counsel or console them to help them snap out of it.
Title: Re: New mental break: Depression
Post by: Edixo on April 08, 2017, 08:50:18 PM
You guys don't understand depression if you think it works like this.

It's not a mental break. It's an incredibly long lasting feeling of emotional numbness and helplessness.

We already have the 'Depressive' trait that gives a constant -12 mood debuff.
Title: Re: New mental break: Depression
Post by: Greep on April 09, 2017, 01:18:01 AM
I don't think he really cares about the name so much as the effect: something to stop mood break chaining for sick pawns.  Imo, there's nothing wrong here other than the bug which causes mood gain to stop while resting, which is probably not known to everyone.  Once that's fixed the catharsis should hold off the next mental break as long as you have your doctors feeding your patients.

+20 is a little weak, though, also.  I've had some severely depressed dorks (wife/daughter died and depressive e.g.) mentally break 3 times in succession before, which doesn't feel right.
Title: Re: New mental break: Depression
Post by: deshara218 on April 09, 2017, 08:32:57 AM
^ +1 friends. Also didn't realize mood gain literally doesn't happen while resting