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RimWorld => General Discussion => Topic started by: Neurotoxin on August 11, 2014, 05:20:03 PM

Title: Does mood affect tactical bonuses at all?
Post by: Neurotoxin on August 11, 2014, 05:20:03 PM
Like the title says, I'm wondering if mood affects tactical bonuses at all to simulate morale.


If it does already, cool. If not, suggestion:
Give tactical bonus to pawns with mood higher than target's mood by a set amount (% per n over target mood).
Title: Re: Does mood affect tactical bonuses at all?
Post by: Shinzy on August 11, 2014, 05:34:40 PM
what sort of bonuses do you mean?

like if the colonist with higher mood value has advantage over someone with less mood
like can they perform surgeries with much steadier hands cause they're not so stressed about
the state of things?

I doubt they do atm? atleast I haven't noticed anything
but I hope it will in the future! =P some kind of stacking performance boost on certain tasks
based on the mood
That'd be real cool
Title: Re: Does mood affect tactical bonuses at all?
Post by: Rahjital on August 11, 2014, 06:50:38 PM
I think tactical advantage as in being more accurate during fighting. I'm not sure how well would that work, everyone's mood usually falls very low during fight due to all the negative factors, sometimes it's tough to even keep them sane.
Title: Re: Does mood affect tactical bonuses at all?
Post by: BetaSpectre on August 11, 2014, 07:03:58 PM
My colonist's mood doesn't seem to affect anything, though hunger/tired will slow your colonist.
Your colonist will have information (any pawn) about any debuffs
Title: Re: Does mood affect tactical bonuses at all?
Post by: Neurotoxin on August 11, 2014, 07:19:25 PM
Quote from: Shinzy on August 11, 2014, 05:34:40 PM
like if the colonist with higher mood value has advantage over someone with less mood


This, or rather if it effects accuracy/damage output/cover bonus.


An example a raider on the brink of breakdown (last survivor after a mortar siege maybe) with the exact same gear and shooting skill as a colonist with almost max mood. Assume the raider has no debuffs besides poor mood and the colonist has no buffs besides mood. Who will be more effective?


I realize if the raider has debuffs (which is likely after a prolonged mortar siege) he'll be less effective than a colonist without any. But assume the only buffs/debuffs are purely mood (morale) related. 
Title: Re: Does mood affect tactical bonuses at all?
Post by: Rahjital on August 11, 2014, 07:47:06 PM
There are no mood-related debuffs (until the pawn goes crazy). Health, rest and being hungry affect one's speed and presumably also work speed, though they don't affect accuracy at all.
Title: Re: Does mood affect tactical bonuses at all?
Post by: Tynan on August 11, 2014, 09:22:13 PM
Quote from: Rahjital on August 11, 2014, 07:47:06 PM
There are no mood-related debuffs (until the pawn goes crazy). Health, rest and being hungry affect one's speed and presumably also work speed, though they don't affect accuracy at all.

Rajhital is correct.

A ton of stuff affects abilities now, though (in the current Alpha7 branch) so I may have to do a centralized pawn stats calculation system. I don't want to make a ton of game mechanics that people can't see, so if we add more stat influencers they'll have to be fed back somewhere, which really means making a new pawn stats inspection interface to display everything influencing a pawn's abilities.

Maybe in Alpha 7.
Title: Re: Does mood affect tactical bonuses at all?
Post by: Neurotoxin on August 11, 2014, 09:33:24 PM
Quote from: Tynan on August 11, 2014, 09:22:13 PM
Quote from: Rahjital on August 11, 2014, 07:47:06 PM
There are no mood-related debuffs (until the pawn goes crazy). Health, rest and being hungry affect one's speed and presumably also work speed, though they don't affect accuracy at all.

Rajhital is correct.

A ton of stuff affects abilities now, though (in the current Alpha7 branch) so I may have to do a centralized pawn stats calculation system. I don't want to make a ton of game mechanics that people can't see, so if we add more stat influencers they'll have to be fed back somewhere, which really means making a new pawn stats inspection interface to display everything influencing a pawn's abilities.

Maybe in Alpha 7.


That sounds awesome and thanks for the reply. Guess that answers that.