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Messages - tbrass

#16
Quote from: TimMartland on May 01, 2014, 02:54:18 PM
Maybe maybe MAYBE religion could be snuck in on the coattails of character traits. You could have a 'Deeply religious' trait which prevents them from fighting and maybe eating certain types of food. They could also (In rare cases) argue and dislike people do not follow their religion, especially sciency characters (I'm not saying scientists can't be religious because they can and that's fine, but simply for ease of programming it could be simplified to this. Keep in mind this is only in the 1% case that you have a real religious nut rather than just someone who sticks to their faith)

I think that this is a great idea. I am not keen on deus-ex-machina in rimworld, and any sacrificing/prayer should not have an observable effect on the world. In the minds of the individual settlers, however, sure. Suze is deeply religious and has a strong desire, possibly a need, to sacrifice muffalo regularly. After one such sacrifice, a bunch of material falls from the sky. Coincidence, or the power of prayer. No one knows!

If religious traits are added (please, please, please... among other character traits), I think that they should procedurally generate certain forbidden/mandated characteristics. For instance, Jakob is an adherent of the Great Foul Wind and will not eat muffalo, must spend time outside, and loses relations with anyone who works with stone.

Stan DeLeon is a Pragmatic Machinist and loses relations with Suze every time he sees her praying.

I think that this a) inter-colony relationship system, and b) procedural ethical/religious/value trait system would add significant depth to the gameplay without incorporating some ~actually present~ deity. 
#17
Ideas / Cannibalism needs more... depth
May 03, 2014, 01:53:38 AM
I have a large colony of 12 settlers who, by day 90, subsist primarily on meals of human meat, taters, and berries. I am a little worried about their fiber intake, but more about the fact that this has had no impact on any of their relations.

Just as our colonists can learn skills, they should be able to learn new traits (e.g. cannibalism, sadism, and happy, friendly ones too :-p) These traits should have profound impact on inter-colony relations as well as extra-colonial relations when the relevant activities are observed.

For instance, at first, most of my colonists should have reacted negatively toward the cannibalism. Possibly to the point of fighting with each other. But, as food supplies grew scarce, the readily available raider meat would begin to look more appealing. Especially as a fancy meal. And soon there would be a bonded group of friends who would never give each other a cold shoulder.

External factions that observe the butchering (or potentially the prepared meat supplies) would have strong reactions based on their own cannibalism trait. (say, an immediate 50 point change to relations).

Thoughts?

Oh, and some (randomly generated) characters should be nonconvertible. Some religions/traits may forbid/demand cannibalism, among other things.
#18
Ideas / Re: Faction Ethics
May 03, 2014, 01:39:37 AM
I think this is a great idea. I would also like to be able to exchange goods with other, non-space-faring factions.

For example, factions could request (and/or I could offer) 300 metal, human meat, or berries for goodwill.

Other factions might trade actual goods (akin to a trader, but with more options)

And some factions might offer gifts depending upon faction goodwill. So, high goodwill - here's an m24 or a boomrat jacket. Neutral goodwill - our ambassador would like to be closer friends, here are some berries and if you accept, 10 goodwill.

Negative relations? Here is a gift. You must accept without opening until we have departed. Do you accept? (1. oh thanks for the boomrat dinners, 20 goodwill; 2. poisoned human meat? 2 colonists become ill and -25 goodwill.)

I think we could have a lot of fun with this system.
#19
Ideas / Re: Some Cosmetic & Playability ideas.
May 03, 2014, 01:32:03 AM
All good ideas. In particular, I want to call out:

#2 - manual fire fighting, should definitely be a right-click option, just like hauling

#4 - OMG, yes. Sliding is cute and fun, but text entry should be an option for precision. Moreover, the hard limits should automatically be enforced by the slider.

#5 - locked doors for fun and profit (and mostly to keep colonists from dying because they elect to go hauling during a firefight)

#6 - optional notification (because I like options) for needs & physical health at, say... 25%(?) would be nice.

#7 - yes, grave info for story telling purposes :-)

#14 - something akin to patrols