One of the stated aims for Rimworld is keeping the number of colonists small enough that we can keep track of their individual identities. Could this be helped by having the ability for them give advice to the player?
I know human traits have been discussed a lot ( Human Reactions and Values being excellent examples), so in starting this thread I’m trying to think more about how it could fit in terms of game design.
1. Tutorial tips
The easiest way to do this from what we have now would just be to put the existing tool tips in the mouths of colonists- rather than game telling me I need to build defences, what if the Commissar expressed concern? Rather than “Low foodâ€, what if the Oaf remarks that crops are ripe, but he needs more hands to bring the harvest in?
If there’s a permanent place to get these (maybe in the Thoughts screen), it could also give information that is below the level of needing an actual alert- perhaps “If we recruit any more people, we’re going to need more crops†or “Those blasting charges we researched could be used as landminesâ€.
2. Dilemma decisions
The classic example; your Con Artist/Warden wants to recruit a prisoner with kind words, while the Miner who took a wound in the raid at least wants a revenge beating, and the Solider considers the prisoner a waste of food and doesn’t see why they aren’t executed immediately.
This kind of thing worked extremely well in King of Dragon Pass; then again, that game was like FTL in that it was turn-based and you couldn’t proceed without making one of a small number of concrete decisions. I’m not sure how well it would work in a more open real-time game like Rimworld. In terms of player experience it’s less relevant for character X to talk about the prisoner when you’re busy thinking about starvation. It’s also a lot easier to have a database of opinions about a scripted event that the developer wrote than it is to respond intelligently to captured raider X, who injured Y and Z, has skills A and B but character traits C and D.â€
3. Interpersonal
“I agree with %Pawn_HighSocial_Friendâ€.
“If %rival is for it, I’m against it.â€
4. Mechanical impacts
A way to give this kind of thing more weight could be with happiness modifiers: “The colony agreed to follow my adviceâ€. This could eventually mean a benevolent pawn fleeing a tyrannical colony or vice versa.
So, what do you think? What see could Colonist Advice be useful for? Where would it fit in the game? Would this kind of thing help give a better idea of the colonists, or would it conflict with role-play?
I know human traits have been discussed a lot ( Human Reactions and Values being excellent examples), so in starting this thread I’m trying to think more about how it could fit in terms of game design.
1. Tutorial tips
The easiest way to do this from what we have now would just be to put the existing tool tips in the mouths of colonists- rather than game telling me I need to build defences, what if the Commissar expressed concern? Rather than “Low foodâ€, what if the Oaf remarks that crops are ripe, but he needs more hands to bring the harvest in?
If there’s a permanent place to get these (maybe in the Thoughts screen), it could also give information that is below the level of needing an actual alert- perhaps “If we recruit any more people, we’re going to need more crops†or “Those blasting charges we researched could be used as landminesâ€.
2. Dilemma decisions
The classic example; your Con Artist/Warden wants to recruit a prisoner with kind words, while the Miner who took a wound in the raid at least wants a revenge beating, and the Solider considers the prisoner a waste of food and doesn’t see why they aren’t executed immediately.
This kind of thing worked extremely well in King of Dragon Pass; then again, that game was like FTL in that it was turn-based and you couldn’t proceed without making one of a small number of concrete decisions. I’m not sure how well it would work in a more open real-time game like Rimworld. In terms of player experience it’s less relevant for character X to talk about the prisoner when you’re busy thinking about starvation. It’s also a lot easier to have a database of opinions about a scripted event that the developer wrote than it is to respond intelligently to captured raider X, who injured Y and Z, has skills A and B but character traits C and D.â€
3. Interpersonal
“I agree with %Pawn_HighSocial_Friendâ€.
“If %rival is for it, I’m against it.â€
4. Mechanical impacts
A way to give this kind of thing more weight could be with happiness modifiers: “The colony agreed to follow my adviceâ€. This could eventually mean a benevolent pawn fleeing a tyrannical colony or vice versa.
So, what do you think? What see could Colonist Advice be useful for? Where would it fit in the game? Would this kind of thing help give a better idea of the colonists, or would it conflict with role-play?