The scared system, which leads to another suggestion... Dungeons!/Caves!

Started by Epyk, January 08, 2015, 12:45:05 PM

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Epyk

Now this is a very well(?) thought out suggestion, so hold on to your seats.

Now there's already a trait we all know as "Incapable of scary" which seems to only disable fire.

This scary system would impede colonists from daily tasks or situations.
For example the colonist would get a "Scared/Afraid" affliction when a raid is undergoing they will flee like when enemies do and you can't control them.
During a thunderstorm, BAM Scary/Afraid affliction. And so on.

Now this is an entirely different suggestion and way off the grid of being added, going into things that aren't available in the game type of suggestions ahead.

In Rimworld, there can be a "Dungeon" or "Cave" that you can explore. Inside this cave are spiderwebs and spider egg sacks and riddled with spiders. These spiderwebs and spider egg sacks give off a "Scary effect", much like the current beauty effect. Instead though, colonist incapable of scary won't go near these things, like say a 15 yard radius. They will automatically find the shortest route out of this radius when entered and be given a "Scared/Afraid" affliction.

Now this new system, as you can see, adds a lot of immersion into a already real sim feeling game.

Let's back track. Dungeons!/Caves!

Caves can have more mineral spawn, new monsters, etc.
You can think of anything with it. Here's a drawing I made of a map with a cave:



Now hopefully I didn't get to sidetracked. Thanks for reading!
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