Nerf the Chemical Interest/Fascination Traits

Started by {insert_name_here}, August 22, 2017, 05:20:52 AM

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{insert_name_here}

Honestly, these traits are super annoying and I think they need to be changed so that it's still viable to have any kind of drugs (apart from luciferium and penoxiciline) in your colony. I have three colonists with these traits right now. Whenever I get some ambrosia from the ambrosia sprouts near my base, these colonists always have super frequent mental breaks. So frequent that if I have a raid while I have ambrosia in storage, there's probably a 70% chance that during the raid at least one colonist is going to start binging on ambrosia and just abandon their allies. Could these traits please be toned down a little?

Oblitus

Just get rid of pawns with destructive traits. Junkies, pyromaniacs - just shoot them on sight.

Vlad0mi3r

Yeah I have had it with the chemical interest/chemical fascination. A less violent way is to get rid of them is to strip, arrest and release. Good bye doosh bag make sure the door does not hit your arse on the way out.
Mods I would recommend:
Mending, Fertile Fields, Smokeleaf Industries and the Giddy Up series.

The Mod you must have:
https://ludeon.com/forums/index.php?topic=40545.msg403503#msg403503

cultist

The only thing I truly dislike about these traits are the random breaks, just like pyromaniacs. Some pawn will be at maxed out happiness and suddenly mental break (and possible death) for no reason. It's so artificial and there's absolutely nothing you can do except run a 100% drug-free colony (and where's the fun in that?). Worse with pyros, because there is literally nothing you can do except cripple the pawn so they can't move at all.

horus

#4
there are 2 kind of negative traits - the bad and unfun. I don't care about the bad traits like lazy or ugly, quite the opposite I think they make the game better overall. but the unfun traits are just annoying and suck the fun out of the game, like the pyro trait. pyro does not make the game harder, all you have to do is babysit the pyro when he/she loses his/her nuts and run around beat out fires as soon as he/she starts them. in my 700+h spent palying this game I had pyro only once go crazy in the middle of the raid fight, ie the only time when this trait might actually make the game more fun, but as you might imagine all it did is introduce MORE micromanagment during the fight and didn't result in anything but more clicks from my mouse and me getting annoyed that I had to take the fires out on the top of winning the fight. same thing goes for chemical interest as you are just forced to run a no drug colony or let them consume huge quantaties of expensive drugs - large part of the game is out. I hope the chem int/fasc will be changed so that it only increases chances of getting addicted as for pyros I feel like the trait needs to be changed completly, maybe if they secretly set on fire someone they don't like while they sleep...

Slimy_Slider

Maybe give it a positive element, like an increased joy boost from drugs or a longer duration time for drugs. Something to make chemical fascination pawns not a complete and utter waste of time.

cultist

I would settle for being able to predict it. The fact that it can happen anytime and for no reason at all is the only deal-breaker for me.