Reworked Mood/Thoughts

Started by O Negative, June 02, 2017, 05:11:06 PM

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O Negative

Basic Idea

Remove: Low Expectations +(25/18/12/6)
- I imagine this thought is in place to balance out the early game. I'd like to recommend something a bit more... fluid.

Add: <minWealthTotal>(float)</minWealthTotal> to thoughtDef(s)
- This is basically a check to make sure the colony's wealth is above a certain threshold before the thought can be activated. "Petty" thoughts about eating without a table or being in a hideous environment wouldn't trigger in the early stages of the colony or when a colony has been dealt a devastating blow by a raid. As the colony becomes more and more established, colonists start increasing their expectations for their quality of life. This offers the player a decent recovery time, and opens the door for a lot of other interesting thoughts. I don't see this being exploity, because players are forced to increase their colony's wealth in order to defend themselves from raiders.


Surely, I can't be the only one who's bothered by the current system...
Right? ._.
I'm interested in what everyone else has to say.

Limdood

I think its decent.  not knowing anything at all about coding, i'm not sure how much effort this would be to put in, or how it might differ from crash survivor to tribe (or affect custom factions added through mods).  The downside is that it acts as a minor penalty to those people who, upon starting, realize they have depressed, volatile, neurotic, or similar pawns and make the effort to quickly build a table, build large bedrooms, or otherwise actively attempt to combat existing negative moods.

In other words, It removes the incentive to actually make life better for your pawns UNTIL those wealth thresholds are met, which seems actually counterintuitive.  It feels like it removes a playstyle.  I can no longer choose to potentially stunt my early colony growth or risk increasing my wealth quickly in order to prevent those early mental breaks caused by bad bedrooms, eating on the floor, or ugly surroundings.  Well, i CAN, but there would no longer be any incentive.  I'd receive literally NO benefit from addressing those concerns early, rather than putting it off until it suddenly, inexplicably matters because that last pirate raid had a poor charge rifle and an awful, 46% deadman's power armor helmet.

I applaud the effort to make a nebulous "low expectations" mood-difficulty curve into a much more realistic priority-based system, but in accomplishing realism, it loses the relevance of the choice of addressing those concerns early.