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RimWorld => General Discussion => Topic started by: Japzzi on November 21, 2014, 04:40:59 AM

Title: What sorcery is this?!
Post by: Japzzi on November 21, 2014, 04:40:59 AM
I just realized that the Fear tech and being able to beat prisoners options are gone?! D: How am I now going to run my colony like arkham? :'(
Title: Re: What sorcery is this?!
Post by: Coenmcj on November 21, 2014, 06:45:58 AM
Well it seems you've been gone for a significant amount of time, It was removed (Temporarily IIRC) A few alphas back.
Title: Re: What sorcery is this?!
Post by: Shinzy on November 21, 2014, 07:01:21 AM
Quote from: Coenmcj on November 21, 2014, 06:45:58 AM
Well it seems you've been gone for a significant amount of time, It was removed (Temporarily IIRC) A few alphas back.
Just like with keys, you don't really notice things are gone until you need them and start to look for them

Alpha 5 made away with the fear stuff
and added the 'your-colonists-will-flip-out-over-everything' feature =P (I had so much fun with that!

Old macDonald had a colony hiihaa hiihoo heeeeee!
and on that colony he had some colonists
Heehoo Haahii ho-hoo! mental break here mental break there
here abreak there abreak everywhere a mental breakbreak
Hee hai hee ho hooo-oo-oooOO!

Title: Re: What sorcery is this?!
Post by: Japzzi on November 21, 2014, 10:22:24 AM
But..But.. I want to be evil D;
Title: Re: What sorcery is this?!
Post by: Ramsis on November 21, 2014, 12:52:05 PM
I'm personally happy that they got rid of fear. The game is about surviving as a colony, not being the most vile douche in the galaxy and that's something I find funny about a lot of players. If you're stranded on a lone-planet with nothing going for you but a few people and some walls with day after day of labor, you're not going to stick around knowing there are other colonies out there should people start being torn apart, or abused, etc. That's where the new thought system comes in. Fear was a moot thing and the game needed a bit more realism.
Title: Re: What sorcery is this?!
Post by: mumblemumble on November 21, 2014, 01:19:28 PM
To be fair, fear based colonies were impervious to any mental breaks. I think it should be tweaked if its brought back, BUT, should be brought back.

One thought on that though, Tynan needs to make multiple levels of mental breaks, which might help balance. For instance, if someone is eating bad, sleeping in dirt and hates their job, they might just goof off for the day, where as someone whos seeing bloodshed far too much might do something more drastic.

Also, having a better, more dynamic relationship between fear and happiness might be good... Like a certain amount of fear might keep someone in line from low happyness, but MAXED fear could also result in a mental break as well. Because I don't think someone living in a literal hell would never break, I think it would CAUSE them to break if it was as bad as endless halls of dead friends, eating said friends meat, getting beaten daily in the dark, and then sleeping next to rotting corpses. (your standard fear tech tactics back then). No...In reality a hell like that would break people.
Title: Re: What sorcery is this?!
Post by: Japzzi on November 22, 2014, 02:41:04 PM
(Sorry to rekindle the flames. I havent had access to a computer for a couple of days).

Well I understand that a hell like that will make people crazy but I just thought of the ''roleplay'' aspect of it. If someone wanted to roleplay som sort of raider camp or something crazy like that. Atleast we can still sell the slaves so that is nice ^^