{Suggestion} Improving Relations

Started by LordFowl, April 25, 2016, 10:33:59 AM

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LordFowl

I love the new relationship system. Absolutely, I love every part of it. It adds a lot of importance to each individual pawn, and is really conducive to storybuilding. It is however not without its problems, and the key problem I see is that its not dynamic enough:

The social tab, which is the core of the relationship system, is wholly dependent on pre-defined and largely new social interactions. Chats, deep talks, social fights, insults, and propositions. This is very neat. It could be done better.

Social interactions should not be limited to these, they should be expanded to include optimally every single interaction a pawn has with another pawn. If a spouse dies than the bereaved party gets sad because the spouse died, but they don't get angry at the person who killed them typically. That doesn't make sense. If a pawn is arrested they should get angry at the person arresting them. If a colonist goes dazed then the entire colony should get mad at them, if a colonist goes berserk the entire colony and whatever poor pawn they attack should get angry at them. If a pawn fails surgery on another pawn that pawn should be pissed that their surgeon sucks.

I could go on. The current system is very nice, but it feels limited.

BetaSpectre

More options would be cool, but I think that's already gonna be in the works, it'd help development if we the testers put our own ideas with as many details as possible. Like what events would cause what.

Like if two people just survived a fight, or if one pawn killed a pawn attacking another pawn giving a bodyguard or life saver buff to their mutual relationships.
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