More dynamic traits/behaviors

Started by anotherrimworld, June 22, 2017, 05:24:25 PM

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anotherrimworld

2 ways to go about this.

A) Circumstances are met that change a colonist. eg. Seeing enough death leads to less of a mood debuff. Maybe seeing enough friends die leads to more of a debuff around death. There would need to be a balance on both sides obviously, but going for a slave trading colony, for example, shouldn't be impossible just from mood buffs. Over time you'd think that colonists would get used to some things that bothered them before and vice-versa. A more dynamic approach to traits and mood buffs/debuffs would keep things interesting and may lessen the uselessness of some pawns over time.

B) Bars that include Courage, Colony Loyalty, etc. could be added to pawns. Colony loyalty could gradually increase over time. Pawns with no loyalty may run at the sight of danger or sometimes wander off without doing their exact jobs. With enough loyalty your princess pawns may even consider hauling. Courage could be affected by winning/losing. This affects how long before colonists run in fear or attackers break. Items, totems or drums could also be used to affect this.

These are just a few ideas. I'm tired of having multiyear colonists that only have a few missing fingers to show for their years of service. I should be able to build colonists up or break colonists down with time

Wheatley

I would definitely like to see the building of immunity to certain debuffs. I would love to run a colony who's main exports are the organs of the raiders who came to visit. However, even after years of doing it the damn pawns still get upset after harvesting the crop and selling the remains on to a slaver.

Gonumen

I think it would be nice if debuffs like 'harvested organs' and 'sold prisoner' disappeared after enough time but it would have to be counter balanced by a permanent debuff like 'unethical colony'. It would obviously deal less mental damage than standard debuffs combined but it would be continous and hard do get rid off (e.g. 3 years after stopping unethical actions).

NeonOverIon

I support this, it feels like the game is trying to kill any old colonists off just in case they become too good at anything, this should be balanced more. For example, a person who has been in combat a lot shouldn't just be scarred to sh*t and made useless, they should also gain certain traits depending on their personality;

EG.Battle Scarred (May flee from battle and feels more pain)  / Battle Hardened (Scares the enemy and feels less pain)
    Pacifist (Demoralises and nerfs allies nearby) / Veteran (Increases moral and buffs allies nearby)

Or if you're more into tasks than combat:
    Relaxed (Look at my work!I'm so proud! Time for a break. -10% work spd)/Driven (Look at my work! I can do better though! +10% work spd)

Stuff like this would spice up the game more and give the colonists more personality.

Limdood

I have to disagree.  Doing an undesirable action over and over doesn't make it MORE desirable.  Organ harvest is an option.  It isn't the intention, or it wouldn't have mood penalties.  For gameplay reasons, it SHOULDN'T ever lose its debuff.  If you want to play a no-mood-hit organ harvest colony, go into the scenario editor and set "give trait %" -> psychopath -> all pawns -> 100%.  Now every pawn generated by the game with be psychopaths.

I also think it is absurd to think that an old colonist who's been in firefights and actively been shot over and over and over again to NOT be scarred to shit.  That pawn should have probably died a dozen times over from all the lead in his body, he sure as hell better be scarred.

anotherrimworld

Doing something you don't like over and over again can make you just get used to it or in the future even like it. Think of eating broccoli as a kid. The description of cannibal, for example, says that they tried human meat and got a taste for it. Why can't I recreate an effect like this myself? If I were to crashland on a planet with my bad back I may also refuse to carry my weight in steel across a map. After being shot at every week and surviving on human meat over the winter I may just get over that dislike of hauling to make myself a turret or carry a deer home. 34 year-old me is very different than 20 year-old me just like pre-crash colonist should be different than hardened survivalist

Limdood

I'm not talking about doing something the pawns don't like.  I'm talking about doing something the developer doesn't like.  Why would he change the game to encourage behaviors that he already specifically implemented a punishment for?

horus

Quote from: Limdood on June 23, 2017, 12:18:12 PM
I'm not talking about doing something the pawns don't like.  I'm talking about doing something the developer doesn't like.  Why would he change the game to encourage behaviors that he already specifically implemented a punishment for?
if the developer didn't like something in his game it won't be there. all the debuffs there are not because he does not like this part of the game, but for balance reasons.

Limdood

Quote from: horus on June 23, 2017, 01:35:42 PM
Quote from: Limdood on June 23, 2017, 12:18:12 PM
I'm not talking about doing something the pawns don't like.  I'm talking about doing something the developer doesn't like.  Why would he change the game to encourage behaviors that he already specifically implemented a punishment for?
if the developer didn't like something in his game it won't be there. all the debuffs there are not because he does not like this part of the game, but for balance reasons.
which is why those debuffs aren't going anywhere....gameplay will trump realism