Colonist Dreams/Goals

Started by TheSKD, September 12, 2015, 09:01:00 AM

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TheSKD

I had an idea for Rimworld.

The idea was that colonists (and raiders) have dreams/goals they wish to achieve in life. So say a colonist dreams about becoming a Miner in the future. So if he gets a high enough skill in mining, he will get a mood bonus for completing one (or his only) goal/dream.
This could probably be done in a different way, but i just wanted to share my idea.

Oga88


Hoshizora

I like this idea. It could be something all colonists have, or it could just be a trait.

Achieving a dream gives a permanent mood bonus - between 5 and 20, depending on difficulty.

Dreams could be:
Achieving X skill in some job
Crafting a legendary sculpture/weapon/clothing
Killing X raiders
Hunting X animals
Taming rare animal X
Seeing all corners of the map
Going full bionic
Banding X wounds on follow colonists
Converting X new recruits
Eating every type of food in the game
etc.

akiceabear

These suggestions are fine, although I think they would pretty easily dovetail into the current traits and mood system - just give them a mood buff/neg if they do/don't get what makes their traits. Essentially you're asking for more nuanced impacts from traits.

I think it would be more meaningful to expand with their ambitions/preferences for the entire colony, not just themselves. Some will never be happy unless they rocket ship away. Others want to create a Luddite farm. Others want a cyborg death camp - implant bionics on even the unwilling. etc etc etc. This could add a lot of variation to the different colonies depending on the pawns. More ideas on that in the link in my signature.

deslona

Why not both?
One goal that is more 'personal' in nature (skill, outfit, weapon or bedroom based - could also be reputation or friends based but that hasn't been incorporated into the game) and another more encompassing - based on how that colonist wants to see the colony. Bionics free, super rich or poor, electric using, has a prison, based on agriculture or combat and so on.

Agriculture, combat and trade could be a calculation comparing the sum values of active growing land and storage of agricultural and animals vs the value of all combat equipment (and turrets) in use. Just an example... obviously needs fleshing out.

akiceabear

As stated, both are fine - I just think the colony-level ambitions will have a more meaningful impact on gameplay.

Tatte

~Tatte~

TheSKD

Quote from: Hoshizora on September 12, 2015, 09:01:31 PM
I like this idea. It could be something all colonists have, or it could just be a trait.

Achieving a dream gives a permanent mood bonus - between 5 and 20, depending on difficulty.

Dreams could be:
Achieving X skill in some job
Crafting a legendary sculpture/weapon/clothing
Killing X raiders
Hunting X animals
Taming rare animal X
Seeing all corners of the map
Going full bionic
Banding X wounds on follow colonists
Converting X new recruits
Eating every type of food in the game
etc.

Thats some very good ideas! Better than mine :) It would be awsome if Tynan added this, though it will probably be very hard to add.

astrosoup

#8
I posted something like this a while ago.

https://ludeon.com/forums/index.php?topic=15955.0

My thought was that as you go about satisfying the ambitions, you would be able to stack up permanent buffs/rewards for your colony. Fulfilling ambitions would require satisfying them with specific placement of rooms/objects, which would definitely pull alot more challenge and fun out of the base-building aspect.

Yeah its a little like the Sims, but I generally control fewer characters in Rimworld than I do in the Sims, so it makes sense to borrow from their gameplay in the sense that you have time/energy to really invest in the character's own stories.