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RimWorld => General Discussion => Topic started by: Listy on July 21, 2017, 06:01:22 AM

Title: Happy Families: This is becoming silly now.
Post by: Listy on July 21, 2017, 06:01:22 AM
(http://i.imgur.com/26oQnNH.jpg)

Ok yes,  I play large colonies for long periods, and yes as about 80% of my colony is from the pirate band (its the only source of recruitment as slavers stop showing up and I never see them) so it does make some sense.

But when you get endless raids every ten minutes (I have to play on Randy for a large colony), that have loads of family ties it removes the feeling of a large universe. By my estimation there's only about ten actual families in the game. You also get silly stuff like suddenly people becoming related, despite living with each other for years, then a raid happens and surprise! You're now related!

Might there be a way to limit the family ties in the generator?
Title: Re: Happy Families: This is becoming silly now.
Post by: Yoshida Keiji on July 21, 2017, 06:15:52 AM
What's your average colony size? Im comfortable with two to three colonies and as you surely know their inhabitants shuffle constantly, moving from one another and never a fixed population per city. But still Im relaxed as long as I have around 10 people each. I know this is just asking for more details than answering your petition, however I do support you on this. I already faced myself parents coming to kill their sons... lol... I think we need a way to recruit those who have social ties without engaging in combat. As well as letting go if the foreigns request so with some exchange. We also need prisoners exchange.
Title: Re: Happy Families: This is becoming silly now.
Post by: Listy on July 21, 2017, 07:53:30 AM
I was at about 40 odd, then I forgot my mining group when I ordered the colonists to assemble for the defence so I lost about 3-5 colonists.

In the previous alpha the colony was 49 and lasted about 25 years. This one is about 15 years. I mention this because its been an issue for some time.
Title: Re: Happy Families: This is becoming silly now.
Post by: SpaceDorf on July 21, 2017, 10:16:26 AM
Yeah, I have similiar issues. Not as extreme as yours but One colonist is always on the verge of breaking down because his wife and sister died ..
now his ex-wife came down in a drop pod ..

I would prefer some cap on family relations, or at least a setting for the scenario editor.

Title: Re: Happy Families: This is becoming silly now.
Post by: Lys on July 21, 2017, 10:42:55 AM
Quote from: SpaceDorf on July 21, 2017, 10:16:26 AM
Yeah, I have similiar issues. Not as extreme as yours but One colonist is always on the verge of breaking down because his wife and sister died ..
now his ex-wife came down in a drop pod ..
Ex-spouses dying don't affect the mood by themselves. As a matter of fact, ex couples more often than not have a negative opinion of each other, as such you have a chance of getting that sweet "Rival" died buff... :P
Title: Re: Happy Families: This is becoming silly now.
Post by: Swat_Raptor on July 21, 2017, 11:41:58 AM
Yea I would really love 3 things.

1 there be a debuff applied to attacking raiders who have relations, they move slower because they are really not excited to attack family. Seems realistic and then it would help them be at the back of the raider swarm, or they are downed easier because they give up more easily.

2 when raiders decide to run away they don't run away but instead stop and initiate a join colony request, and if you say thanks but no thanks they change faction to space refugee or some other faction.

3 some time during the middle of the raid they betray the other raiders if the raiders take too many losses.
Title: Re: Happy Families: This is becoming silly now.
Post by: Yoshida Keiji on July 21, 2017, 11:45:27 AM
Monogamy sucks. I want to have five women in my bed. Want a shower furniture from aqueducts pulled from rivers and maybe sewage system. Orphans too, adopted, unrecognized out of marriage kids. People without names that you must choose by yourself. I mean, there's people named 47.
Title: Re: Happy Families: This is becoming silly now.
Post by: SpaceDorf on July 21, 2017, 01:27:43 PM
Quote from: Lys on July 21, 2017, 10:42:55 AM
Quote from: SpaceDorf on July 21, 2017, 10:16:26 AM
Yeah, I have similiar issues. Not as extreme as yours but One colonist is always on the verge of breaking down because his wife and sister died ..
now his ex-wife came down in a drop pod ..
Ex-spouses dying don't affect the mood by themselves. As a matter of fact, ex couples more often than not have a negative opinion of each other, as such you have a chance of getting that sweet "Rival" died buff... :P

I meant a escape pod .. she was a joiner. .. quite a useful one as is, but still .. -15 on both sides
Title: Re: Happy Families: This is becoming silly now.
Post by: Panzer on July 21, 2017, 04:59:46 PM
Yeah, relations are a bit on the ridiculous side, my lone explorer from a glitterworld was visited by her husband and her mother was on the run from tribals and begged to join (she still is, btw). Later on I found her uncle in a cryptosleep shrine.

I mean yeah relations are a nice thing to have in the game, but we re on a rimworld god knows where and meet family all the time, it makes sense for outlanders and for tribals, but it is really unlikely for spacers. In my opinion some distinction would be nice, tribals should have lots of family because they re basically human zerglings ;D , outlanders not so much and spacer family should be rare.

Some kind of interaction with visiting family would be nice as well, like a joy activity that gives a mood bonus, e.g. +5 mood for 3 days, "had a good talk with my niece/brother etc...".
Right now its like oh hey you re there and I ll be sad when you die, but I cant do much else with you.
Title: Re: Happy Families: This is becoming silly now.
Post by: kermanguy on July 22, 2017, 07:56:42 PM
Well, lets think of this. Rimworld is set in a non-FTL universe. All travel is slower than light, so it would be somewhat reasonable that most people, spacers included, would be from the solar system the game is set in. The spacers falling from space in drop pods are likely from whatever crash/explosion/whatever made the your ship have to drop you on the planet, and as most people would know each other on a star ship, it is likely that your colonists would know the people in the star ship. All of this coupled with the fact that the vast majority of people are from this star system, and the star system has an extremely low population, it isn't too unreasonable that there would be a lot of familial ties.

Now, that being said, I do agree that it can sometimes be ridiculous.
Title: Re: Happy Families: This is becoming silly now.
Post by: Yoshida Keiji on July 22, 2017, 10:53:29 PM
Quote from: kermanguy on July 22, 2017, 07:56:42 PM
Well, lets think of this. Rimworld is set in a non-FTL universe. All travel is slower than light, so it would be somewhat reasonable that most people, spacers included, would be from the solar system the game is set in. The spacers falling from space in drop pods are likely from whatever crash/explosion/whatever made the your ship have to drop you on the planet, and as most people would know each other on a star ship, it is likely that your colonists would know the people in the star ship. All of this coupled with the fact that the vast majority of people are from this star system, and the star system has an extremely low population, it isn't too unreasonable that there would be a lot of familial ties.

Now, that being said, I do agree that it can sometimes be ridiculous.


I didn't like that, what you are saying is basically that: Every players spaceship launches are ultimately UNSUCCESSFUL to find other galaxies, and we are all just floating around the same planet like idiots.
Title: Re: Happy Families: This is becoming silly now.
Post by: SpaceDorf on July 23, 2017, 09:08:37 AM
Quote from: Yoshida Keiji on July 22, 2017, 10:53:29 PM

I didn't like that, what you are saying is basically that: Every players spaceship launches are ultimately UNSUCCESSFUL to find other galaxies, and we are all just floating around the same planet like idiots.

And that those 7-8 Billion People on the planet of origin are all closely related :)
Title: Re: Happy Families: This is becoming silly now.
Post by: cultist on July 23, 2017, 09:57:56 AM
Quote from: Listy on July 21, 2017, 06:01:22 AM
(I have to play on Randy for a large colony)

Or you could use mods. Pop increase mods are farily mild when it comes to balance compared to vanilla.
Title: Re: Happy Families: This is becoming silly now.
Post by: Tynan on July 24, 2017, 06:00:17 AM
I am hoping to rebalance this a bit. We may have overtuned it just a smidge...
Title: Re: Happy Families: This is becoming silly now.
Post by: giannikampa on July 24, 2017, 06:59:41 AM
I wanted to make this "too many relations on the Rim" tread myself, glad many share same point.

My personal opinion is that in the creation of a new game you should have good chances that the colonists you are randomly generating are relative somehow, but on the other hand during the gameplay meeting one should result in an unexpected coincidence.
Title: Re: Happy Families: This is becoming silly now.
Post by: eadras on July 24, 2017, 09:54:06 AM
Quote from: Panzer on July 21, 2017, 04:59:46 PM
Yeah, relations are a bit on the ridiculous side, my lone explorer from a glitterworld was visited by her husband and her mother was on the run from tribals and begged to join (she still is, btw). Later on I found her uncle in a cryptosleep shrine.

I mean yeah relations are a nice thing to have in the game, but we re on a rimworld god knows where and meet family all the time, it makes sense for outlanders and for tribals, but it is really unlikely for spacers. In my opinion some distinction would be nice, tribals should have lots of family because they re basically human zerglings ;D , outlanders not so much and spacer family should be rare.

Some kind of interaction with visiting family would be nice as well, like a joy activity that gives a mood bonus, e.g. +5 mood for 3 days, "had a good talk with my niece/brother etc...".
Right now its like oh hey you re there and I ll be sad when you die, but I cant do much else with you.
I agree with all of this.  The family relations are a neat feature, but currently lacking in context and depth.
Title: Re: Happy Families: This is becoming silly now.
Post by: Yoshida Keiji on July 25, 2017, 01:23:44 AM
Quote from: Tynan on July 24, 2017, 06:00:17 AM
I am hoping to rebalance this a bit. We may have overtuned it just a smidge...

Also, if you don't mind. I only play Lost tribe scenario and would really love a world generation "seed" where all Factions are tribal, because if it's true that the Gods send machines to annihilate us completely, we should all be starting from the beginning as well.

It puts me down a lot when Im just starting a new game still with neolithic weapons and in the 11th day, I get a raid with enemies holding an incendiary launcher and power armor...

http://imgur.com/a/bXzxf


Same applies for new comers from the ground, spacers are okay.
Title: Re: Happy Families: This is becoming silly now.
Post by: mebe on July 25, 2017, 03:30:56 PM
I like the relationships concept, just wish it could have better meaning. In a raid context it's not like you can ensure xyz doesnt get killed and the mood penalty for killing a relation is quite harsh. Maybe as others have said explore altering the behaviour of related pawns, especially in a combat situation.
Title: Re: Happy Families: This is becoming silly now.
Post by: The Nickman on July 27, 2017, 12:38:18 AM
Be good if you could somehow convince visiting relations from friendly factions to stay too, like if your colony was clean (no blood everywhere) and everyone's mood is good they decide "hey, it's nice here, I might just stay with my husband/brother/uncle"
Title: Re: Happy Families: This is becoming silly now.
Post by: Listy on July 27, 2017, 04:05:29 AM
Quote from: Tynan on July 24, 2017, 06:00:17 AM
I am hoping to rebalance this a bit. We may have overtuned it just a smidge...

Thanks boss, that's the good news I wanted to hear.
Title: Re: Happy Families: This is becoming silly now.
Post by: Trylobyte on July 27, 2017, 07:13:45 PM
Looking forward to this being rebalanced.  It's been one of my more common gripes that as the game goes on and raids get larger even if my colony doesn't, it's frequent for a raid to contain several family members.  This leads to my colonists getting mood penalties due to automated defenses, killboxes, and high explosives not being especially picky and a more direct approach being suicidal due to the volume of raiders.  I remember one poor colonist who had three relatives show up in the same raid.
Title: Re: Happy Families: This is becoming silly now.
Post by: Jorlem on July 27, 2017, 11:45:49 PM
Quote from: Panzer on July 21, 2017, 04:59:46 PM
Yeah, relations are a bit on the ridiculous side, my lone explorer from a glitterworld was visited by her husband and her mother was on the run from tribals and begged to join (she still is, btw). Later on I found her uncle in a cryptosleep shrine.

I mean yeah relations are a nice thing to have in the game, but we re on a rimworld god knows where and meet family all the time, it makes sense for outlanders and for tribals, but it is really unlikely for spacers. In my opinion some distinction would be nice, tribals should have lots of family because they re basically human zerglings ;D , outlanders not so much and spacer family should be rare.

Some kind of interaction with visiting family would be nice as well, like a joy activity that gives a mood bonus, e.g. +5 mood for 3 days, "had a good talk with my niece/brother etc...".
Right now its like oh hey you re there and I ll be sad when you die, but I cant do much else with you.
For spacers, I usually assume that they had been on the same ship that my initial three colonists were from, and they happened to land elsewhere on the planet and joined a faction instead of starting their own.
Title: Re: Happy Families: This is becoming silly now.
Post by: Listy on July 28, 2017, 03:54:16 AM
Quote from: Jorlem on July 27, 2017, 11:45:49 PM
For spacers, I usually assume that they had been on the same ship that my initial three colonists were from, and they happened to land elsewhere on the planet and joined a faction instead of starting their own.

I don't think its a story telling issue, everything can be explained away. The trouble is the frequency is bad. Not only does it break immersion it utterly cheapens the effect. Instead of "oh wow, someone's relative!" response when after 3 years on planet someone related to your colony shows up.
Instead you get the 'Raid (relationship)' message appear and you instantly know its not a mechanoid raid, a brief glance to see where it is and if its a sap or a siege and you utterly ignore the 3-5 relationships, because you know full well there'll be another 20 relationships along within the next month for the same guy.
Title: Re: Happy Families: This is becoming silly now.
Post by: Yoshida Keiji on July 29, 2017, 08:13:08 AM
This just in:

Woman crashed in my colony in an escape pod, a season later after opening the ancient structure...one of the occupants in an ancient crypto sleep casket was... her son!...and of course...died...