The Hardened buff.

Started by quxzcover, March 29, 2015, 01:50:32 AM

Previous topic - Next topic

quxzcover

here is somthing i posted on my last subject and thought it deserved its own topic.
Quote from: quxzcover on March 29, 2015, 01:47:23 AM
the only changing aspect of your people (pawns gives them less character) is there skills. i think after you've killed enough people or seen enough dead bodies or survived harsh climate enough your colonists should start to get a buff like hardened. a buff that reduces the negative effects of these things as well as reduces the likely hood of things like hypothermia, heatstroke and starvation a bit more. kind of like how somebody in northern Russia or Canada is less likely to get hypothermia compared to someone who lives on the equator. after you've adjusted things like that these things should effect you less. another example is when you first become a doctor some people squirm at the sight of something like blood. but eventually they get used to it or lose there job. either way.

Johnny Masters

There's been talk about acquired or acquiring new traits based on events or how the game unfolds, which is something i fully support. I'd only be careful on balancing the benefits.

Perhaps being under a lot of combat would desensitize the pawn (sorry, person) to bloodshed, but could increase the threshold for mental breaks (for other stuff) or making the peep less social. But i don't know how stereotype is that, and certainly doesn't happen to all soldiers? Then again most of your people shouldn't be soldiers, which in turn could make the backgrounds have more of an impact other than skill adjustments.

Conversely, acquired traits (such as "desensitized") could work differently for each pawn, some might develop a side-effect which could vary in degree, from inexistent to acute: a pawn (sorry, i like pawn;s) constantly exposed to death and killing could become used to it (none or less penalty to dead people and violence) without any side effects, while others might gain said benefit but at the cost of mental sanity. I'd argue then that since you can acquire traits you could, possibly, lose them after a while. So, the combat sickened pawn could be put (by the player) away from fighting until it recovers, perhaps even with a social joy/fun activity called "counseling/counseled" that could help with that.

Relapses could recreate the first scenario or, better yet, allow for a different effect. "Last time i broke down, but this time i WILL be strong".

Could seem as a bit complex, but really its all up to a RNG that would factor in everything from events frequency to skills to backgrounds. We'd only be presented with results and choices.

Not sure about environment traits.  I mean, i do think there should be traits related to, but i don't know about how long of a exposure would qualify for giving a trait nor how much of a benefit should it give. We really don't want a whole biome negated its challenges because people suddenly became resistant to cold or heat.


quxzcover

im just trying to say if some one has a job that they do constantly they should be desensitized from the negative effects to an extent. i have a miner that is constantly in the cold travelling far distances and he breaks every second day. after every battle many of my people succumb to violence and even more break. i was just hoping that they could be slightly desensitized from the negative de-buffs that are constantly around them. the system would work by taking the most commonly found de-buffs on a character and lessening the effects so those constant de-buffs are not that much of a problem. but it should work the other way around to. if a colonist has a constant positive buff than they should slowly be desensitized to that to. thus balance comes into play. so if someone is constantly cold but has a spacious interior they should both get like 20 percent taken off or added. another thing would be to make buffs and de-buffs more prominent at first. like perhaps plus 20 percent for the first couple hours. this idea would be great to see but would need alot of balancing and additions.

DNK

This definitely sounds like a good idea to me. It's more emergent/dynamic gameplay, which is always appreciated.