Quote from: b0rsuk on March 25, 2017, 11:45:25 AMThis is why I'd have had no problem with this thread if it was posted as a mod suggestion. Generally unpopular or 50-50 ideas don't tend to make it into the game. That's one of the reasons why we have mod support. Tynan can't satisfy everyone's wishes, if traits were hidden from the start we'd have a discussion similar to this, about revealing traits. Mods are the way to go about optional content.
Just a quick note, "add it as an option" is a very easy thing to say, but makes programmers sweat. Especially when it's a gameplay option affecting difficulty or balance. Suddenly you either have to keep balance in two rulesets, or completely neglect one of them. Good code design can make options simple to add, but this is more so when programmed with that in mind from the start.
Quote from: b0rsuk on March 25, 2017, 11:45:25 AMI wouldn't have any problems with junkies if there was only beer either. But that's not the case anymore. It's a real pain now, they prefer hard drugs for binges, their binges ignore the mood meter, they ignore forbidden items and doors. If you deny their supply you'll be looking at 2-3 drug withdrawal effects at once for a long time. If you keep them stocked they slowly kill themselves via A16's new drug effects. Luciferium is a temporary fix, junkies WILL overdose at one point or another so it doesn't matter much. Thanks to their binges and several new needs they drain the conony's economy to the point where it's better to euthanize than to keep the pawn.
I mean I had experience with chemical fascination but back then only beer was in the game...
Doesn't luciferium clear brain damage ?
Quote from: b0rsuk on March 25, 2017, 11:45:25 AMThe whole time my point was that this idea is not feasible as long as we have traits with unbalanced maluses. I don't even know how many times do I tell you this now.
I'm still of the opinion that individual traits and systems should be tweaked, not the idea abandoned. For example, Rimworld has Sammy, addiction counselor with high Social skill. Except she can't do anything to help those on withdrawal and I had 2 at that point. There could also be a substitute drug whose only point is to help with withdrawal.
I do like the idea of a medicine that negates or reduces withdrawal effects. Make it cost high enough that it's easier to feed the addiction and it's balanced.
Quote from: b0rsuk on March 25, 2017, 11:45:25 AMFists are restricted from hitting eyes already. The biggest problem is when your melee pawn goes berserk. The whole idea behind berserk pawns sould be reworked into "social fighting with anyone nearby until berserk pawn passes out".
Unarmed social fights could be changed so that they have very low chance of destroying a body part, or hitting eyes. That would indirectly help with mental breaks.
I actually prefer berserk breaks most of the time, they don't make the pawn useless for days. And if the colonist didn't survive the "treatment", well, justice was served. I don't really get attached to my pawns anyway.
Quote from: b0rsuk on March 25, 2017, 11:45:25 AMI think it's more like you haven't realized that this whole time my point was that your system would be bad because the current system is bad at the first place. If you hide the poorly designed traits here and now, it will cause nothing but grief. Fix the existing system, then we can think about hiding it. I've even made a reply mostly consisting of quoting myself, telling this exact same thing over and over, yet you still don't get it. Please just take your time and re-read my replies, one by one, slowly and you'll see. Hopefully.
By the way you're undermining your own point. You're trying to shoot down the idea by attacking negative traits that are most poorly designed. That's an argument against those traits, not against the hidden trait system.
Quote from: milon on March 25, 2017, 07:30:10 AMOf course!
Does the cookie offer apply to everyone?


