Desensitization/Adaptation.

Started by ns9559, December 26, 2014, 11:51:57 PM

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ns9559

What if exposure to certain mood effects, both positive and negative, resulted in characters building up a sort of moral immunity to them? Say your colony is in region that is persistently cool. The first year or so they may complain about how cold it is but over time they come to accept the cold as a part of their day to day life, possibly even exhibiting a higher tolerance for colder climates. Or say your colony is under constant attack, your colonists may become less effected by killing people, and being exposed to the unburied dead. There would obviously be consequences for these adaptations, for instance, a colony that is constantly suffering from food shortages may become less hungry and therefore save on food, but they would also be more prone to sickness and would become exhausted more quickly, a colony pushed to cannibalism too often may develop a taste for their fellow human flesh (or even become dependent on it), the people of a colony that has seen extraordinary amounts of death may lose all value in human life and pull guns on one another for the slightest disagreement. sort of like how dwarves in DwarfFortress can become intolerant to sunlight.

KDStudios

I would love something like this added to the game.

While I try being a kind of Chaotic Neutral (Kill ALL my enemies, except those who survive and recruit them... If they won't be recruited, harvest them and I never make unprovoked attacks against people. So while not "good good", I'm certainly not "evil", just want to survive and grow for the good of the people)

So having people adapt to their situation would be lovely.
Nothing is more frustrating than half my colony going nuts after every battle because they can't handle the sight of corpses. It's insane and I'm half tempted to mod it out.

I really love the ideas of adapting to other things like food. So long as things are balanced with their positives and negatives, this would be a fantastic addition to the game. But also have some people that just refuse to adapt to certain situations, like some people don't adapt to eating less and end up starving instead of adapting.

Because let's face it, we as humans adapt to each situation we are placed. Those who can't/won't adapt are usually the ones to fail.

ns9559

There could also be people who are more or less adaptable than others. Or maybe people with potentially addictive personalities.

dareddevil7

This sounds like a great idea, colonists could begin to not care so much about sharing bedrooms and eventually grow to enjoy the company and safety of numbers

Derp

I came here to post something very similar, but a search turned this up so I'll necro it instead.

I'll add only that such mood adaptation could be balanced with a persistent buff/debuff to work speed, healing and mental thresholds. 

If a pawn has gotten used to living in an organ-farm horror show where they sleep on the floor in a communal barracks/charnel pit, they may have adjusted to getting by, but they aren't going to be chipper about it, and it won't take much more to send them over the edge.  Meanwhile, those pawns living in a gated glitterworld community might use every opportunity to whine about their first-world problems, but they're still hale, productive, and it's not like they're ever going to do anything about it anyway.

How straightforward would it be to mod something like this?  A per-moodlet Kalman filter that updated once a week would do the trick, then you could add them all up for the global effects.