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Topics - ttc

#1
Ideas / Have events affect personalities
February 01, 2017, 12:55:46 AM
I think events in the game should have the power to affect/change peoples traits.

Some examples:


  • Being burned mostly to death could give someone a fear/inability to firefight.
  • Being trampled mostly to death when a pack revenge happens while hunting might make someone give up on hunting/shooting
  • Having your lover/spouse/family on fire might cause someone to overcome their fear of firefighting
  • Hauling stuff day in and day out for years might make someone snap and refuse to haul anymore
  • your doctor loses one too many patients under his care and decides to retire

Any other ideas?
#2
Ideas / Colonist leaves due to [reason]
October 16, 2016, 06:40:26 PM
Just as we get random wanderers or convince prisoners to join up with us, I think it would add to the game if people could also leave. Some ideas off the top of my head:

  • Someone who is really unhappy due to [reason] decides they've had enough with your terrible colony and they might be better off elsewhere - maybe this could be a mental break type that triggers after repeated breaks.
  • Someone has family visit and the family member talks up how good their village is, so they leave with them
  • Someone has a messy divorce/split and can't bear the sight of their ex, so they leave
  • A psychopath who is quite bloodthirsty is disappointed that your colony doesn't have enough bloodshed and runs off with the group of raiders, maybe grabbing whatever valuables are not nailed down at the time

Someone leaving could give a negative mood hit to colonists who liked the person, maybe a bigger hit depending on the amount of time they've been in the colony. It could also give a mood boost to anyone who didn't like them.

When you get the notification that colonist is leaving, you could try to arrest them and convince them to stay.
#3
Ideas / Dreaming
October 06, 2016, 12:28:27 AM
I was thinking that dreaming/nightmares could add some spice to the fairly tame downtime at night. A good dream could add a mood buff for a period of time. A bad dream gives a mood debuff, a nightmare could wake someone up and make it so they couldn't go back to sleep for a period of time plus a debuff. Night terrors could trigger a fight or flight response causing someone to either lash out at someone sharing the bed or flee in panic. Trauma that a colonist experienced in the past could make nightmares more likely. Good events (weddings, parties, bonded animal, etc) could increase the chance of good dreams.  Someone who has frequent nightmares might require sleeping tablets to get through the night which could also be another addiction/OD chance.
#4
Ideas / Increase seed floating time
September 24, 2016, 07:32:58 PM
Apparently seeds float in from the edges of the map then fall to the ground and start growing new grass and trees. All my games end up with a ring of vegetation around the outside of the map and a denuded circle of bare earth in the middle. Can the floating time be increased/randomised so that we can get some grass and trees in the middle?