Pawns in Mental State should still satisfy their basic needs

Started by b0rsuk, March 06, 2017, 07:01:40 PM

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b0rsuk

When a pawn is in a mental state, unless it's one of the most severe states, they should still eat, seek safe temperature if necessary, sleep. Then they can continue their tantrum. Too often when a colonist has any mental break it results in 'starvation' and 'exhaustion', which just leads to more mental breaks but for completely bogus reasons. I mean someone is angry because he starved in a colony full of food. The side effects of a mental state are often more severe than the mental state. I'm not even complaining they run in front of raiders or wander into hungry bears. But the basic needs are ... basic, even insane people should try to satisfy them if they can do so easily.

Boston

One of the telltale signs of mental illness in reality is a degradation in one's ability to take care of yourself.

Limdood

when life is just too much to take, then life ceases to be a priority (i don't think that mental broken pawns should change at all, except in 2 ways: change pyro, and minor mental breaks, notably daze and sad wander need to last less time, with duration commensurate with the break severity)

A Friend

"For you, the day Randy graced your colony with a game-ending raid was the most memorable part of your game. But for Cassandra, it was Tuesday"

Squiggly lines you call drawings aka "My Deviantart page"

BetaSpectre

IMO the broken states simply last too long. If the duration is decreased to say 8-16 hours it'd be much more reasonable.
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Eric

Quote from: Boston on March 06, 2017, 09:59:03 PM
One of the telltale signs of mental illness in reality is a degradation in one's ability to take care of yourself.
But there's a difference between actual mental illness and a colonist throwing a tantrum because he/she ate without a table.

Limdood

Quote from: Eric on March 07, 2017, 08:30:19 AM
Quote from: Boston on March 06, 2017, 09:59:03 PM
One of the telltale signs of mental illness in reality is a degradation in one's ability to take care of yourself.
But there's a difference between actual mental illness and a colonist throwing a tantrum because he/she ate without a table.
which doesn't happen....unless you have a too smart, very neurotic, volatile pawn.

mental breaks are the combination of several things all coming together.  It doesn't say "Redfields has suffered a mental break and is wandering dazed just because he ate without a table"

it says "Redfields has suffered a mental break and is wandering dazed.  last straw: ate without table"

Mental break effects are fine.  Mental break actions within a given type are fine.  Mental break duration is fine EXCEPT for minor mental breaks, specifically dazed and sad wander.


PetWolverine

I think it makes perfect sense to have mental breaks that involve personal neglect to the point of starvation or exhaustion. But when a pawn collapses from exhaustion, that should end the mental break.

Also, I've seen a pawn end a break, get "Catharsis", then break again before their mood could incorporate the +20 - basically being angry because they had chosen to starve themselves in a fortress full of food, and instead of eating, act on their anger by... starving themselves again. This shouldn't happen; it's just bonkers. I think an already-starving pawn that has a mental break when food is available should never do a dazed or sad wander. Food binge should be the most likely, and maybe there should be a lesser version of it where they would just eat one meal and not get catharsis.

dragonalumni

Or, Lose their shit because they got the plague and they are too good to clean their own room. So they go on a mental break binge eating while their plague just gets worse and worse until they die.

b0rsuk

My point is that first they throw a tantrum because they're mad at something, second they blame others for not eating and not sleeping. If their mental state ends far from home, they have a good chance of getting another fit for bullshit reasons. You really hope they just drop from exhaustion, but then they're mad for sleeping outside and in cold.

What happened to "Catharsis" ? I think catharsis should be expanded to clear at least some bad moods.

Sirportalez

Quote from: BetaSpectre on March 07, 2017, 02:09:52 AM
IMO the broken states simply last too long. If the duration is decreased to say 8-16 hours it'd be much more reasonable.

In reality there are doctors who can take one down and force him into a bed and stay there so he can be taken care of.
Your argument is invalid.

bobucles

Doctors have the advantage of medicine to sedate people on a mental break.

Actually it'd be really cool if your doctor skill could knock out a broken colonist. Obviously they would need to be non hostile to get needled or you'd just be beating them down like anyone else.

Limdood

Quote from: bobucles on March 08, 2017, 09:43:38 AM
Doctors have the advantage of medicine to sedate people on a mental break.

Actually it'd be really cool if your doctor skill could knock out a broken colonist. Obviously they would need to be non hostile to get needled or you'd just be beating them down like anyone else.

which is already perfectly simulated by the arrest function...you're forcing their behavior against their will....either they'll grudgingly go along (they get arrested, they get another big mood penalty for being arrested, which may just prolong the issue) or they resist (and go berserk).  Doctor sedation of minor break patients would have almost exactly the same effect....sure they'll be asleep instead of captured, but you'd still risk a berserk break and you would still have a huge, long negative mood from being drugged against your will.

b0rsuk

Hmm, actually doctors can administer yayo and similar stuff, so maybe that's what it's for ?

gratua

or let a pawn intervene.  not an arrest, but a forced bed-rest.