QuoteNow my opinion on children.
I don't think families and children fit the game at all (well, at the moment). My reasons you ask?
I dont have an easy time just replacing my colonists, but how does making it so that people can make replacements make it more memorable?
Doesnt it just make it more of a problem
I would have to disagree. With how fast colonist are killed (at least in my experience), it is hard to really get to know any of them, except the ones with the best combat abilities. Having families who rely on each other emotionally, it would force you to try to ensure their survival because if dad dies, mommy and jr. will be impacted hard as well. So instead of simply losing one colonist, you'd lose one, and the efficiency of two others.
I would think in an advance setting, you wouldn't have to really worry about baby-boomers. Especially if it was a process.
For example: David and Angela are a couple. The game checks to see what their relationship level is. If they are above 90 (75 being the minimum relationship needed to become a couple), the game will send them to a doctor/therapist type character. His skill level will determine if they are in fact prepared to be parents. A lower skilled therapist type person will have a harder time making a positive determination of their compatibility.
This check would happen once a month or so. If the doctor gives the okay, then they move on to the next stage of artificial insemination, or giving dna for a vat birth (which ever Tynan would decide to use). Either way, there would always be a chance that something would go wrong and the baby wouldn't come to term. If it's artificial insemination, then being injured would be bad for example. If equipment for a vat baby failed, that would be bad.
Regardless, I don't suggest that babies pop up like weeds. Two people becoming a couple would be as much of a hassle once you factor in all their traits and such. I'd like to note that "relationships" between even non-couples should be influenced on traits, too, I think. Crimes of passion/murder/betrayal would be interesting as a side effect of poor relationships between colonists, not just the happy stuff like baby making.
So not only would traits affect population growth through children, they would also affect population loss through poor relationships (and general unhappiness/death for other reasons).
QuoteConsidering this quote from the main website:QuoteQuote
You won't get hundreds of colonists - we want to keep the number small enough that you can know each one individually.
All storytellers also have low set population limits, under 30 (except randy and phoebe). (tynan added population limits for this reason, so that you do get to know each colonist individually.)
I was incredibly pleased that Tynan thought of others when he gave story tellers with higher population caps. Not sure about anyone else, but it takes quite awhile for me to build up high numbers of colonists, But I don't like artificial "invisible walls" in the games I play. Especially in games that are supposed to be non-linear open-ended sandbox type games.
As a side note, I'd like to point out that while I like certain ideas, I'm not suggesting in which order. Obviously certain things would be more immediately gratifying and useful sooner, rather then later. While other things would prove to simply bring everything together.
Cheers,
Michael