Friendship/Love points

Started by Songleaves, July 14, 2015, 05:42:48 PM

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Songleaves

Characters can have a meter for friendship with other characters and love with other characters. The friendship meter can be improved by things like social chats, doctoring, rescuing, feeding when ill, etc. The love meter can also be improved by things like doctoring and rescuing but also acts like giving a gift, especially things like roses and chocolate. Once the love meter is high enough sharing a bedroom won't give a mood penalty, and once it is higher it can lead to pregnancy. The friendship meter can also have advantages like a greater mood boost when chatting, or greater mood penalty if they die "Friend died" rather than "Colonist died".

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Suggested before, boo babies, meh meh.
Selling broken colonist souls for two thousand gold. Accepting cash or credit.

ComradeKhan

I'd love for something like this.

Pawns could become friends while chatting, working or otherwise interacting together, and they'd seek each other out when socializing or looking for joy, giving a better bonus.

Pawns could also become enemies, either due to opposing traits or getting into fights with each other, or if a pawn does something another pawn doesn't like such as like killing a prisoner while another pawn is compassionate, or if a compassionate pawn feeds a dying raider while another pawn is cruel.

Eventually, pawns might fall in love, giving mood boosts for being around each other, sharing a bed and maybe even having babies. This might even lead to a parent-child relationship as well.

This could also lead to mood decreases as well, for example, if your friends gets his head blown off by a scyther, you might feel a little bit sad as you're forced to bury his corpse while you're still picking skull-shrapnel out of your hair. A heftier mood boost can be delivered for the death of a loved one, a parent or a child. A mood boost can be given for the death of a mortal enemy.

A proper relationship system is something that could give the game the next dimension it needs - interactions between colonists that could either bring a colony together through love and friendship (boo), or tear it apart through spite and violence a.k.a fun (yay!).

SteelHeart

The game "Space Colony" had you colonist be friends and enemies. You improved relations by having people sit down and talk. If people were friends, then you could have them go use things in the base to go on dates and then they would be in a relationship.

Using something where you have designated sit down area and have people go there to be friends would be nice. Also using the "Friends go on a date using things in the base" would be cool so I can have "bob" and "sally" go play horse shoes as a date.