Suicide

Started by Lozza, May 08, 2016, 03:00:59 AM

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blub01

Quote from: Goldenpotatoes on May 10, 2016, 10:21:49 AM
Theres a reason the 'colonist is leaving the colony' mental break was removed.

All mental breaks as of currently can end in damage to a colonist, but it never outright removes them from your colony. Berserk will leave them bruised but capable of work. Dazed and binging takes them out of your control for some time but they always come back.

A RNG roll on mental breaks shouldn't have a chance to outright remove a colonist from your control permanently. Thats just not fun. The game may have a progression that isn't necessarily meant to winnable but at no point does the game ever put you in a scenario that you can't control somehow.

That is why it was suggested that you can talk people out of doing it. also, if a colonist who wants to kill himself simply inflicts lethal (if not treated quickly) damage upon himself, instead of outright dying instantly, you could save them even if they do it.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

rexx1888

Quote from: Goldenpotatoes on May 10, 2016, 10:21:49 AM
Theres a reason the 'colonist is leaving the colony' mental break was removed.

All mental breaks as of currently can end in damage to a colonist, but it never outright removes them from your colony. Berserk will leave them bruised but capable of work. Dazed and binging takes them out of your control for some time but they always come back.

A RNG roll on mental breaks shouldn't have a chance to outright remove a colonist from your control permanently. Thats just not fun. The game may have a progression that isn't necessarily meant to winnable but at no point does the game ever put you in a scenario that you can't control somehow.

what fantasy is this now. berserk mental breaks are the most absurd thing in a colony, an often end in colonist and colony animal death. its bananas. the leaving the colony break was removed because there was no easy way to interfere with it, which is LITERALLY the same problem with the berserk break. short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks. its frusterating as an id like to have a bit more agency around how i deal with the damn things. that also has little to do with suicide attempts, as the problem of not being able to do anything already exists an needs a rethink

keylocke

i think mental break rather than being random, should be given separate signs to make it easier to determine the right approach or which one to prioritize.

ie :

-colonist A shows signs of depression and self-harm (or a similar warning message) <-- pre-suicide attempt. suicide attempts may have 50% chance of succeeding rather than 100%.

-colonist B shows signs of violent behavior.. <---- pre berserk mental break

-colonist C shows signs of being listless and unattentive.. <--- pre dazed mental break

-etc..

------

player can even look at the social interactions, the needs tab, character tab to see what are the traits and circumstances that contributes to a person's mental break..

different character traits should also make people more prone to certain types of mental breaks.

ie :
-depressive and pessimistic tends to be more suicidal
-abrassive and volatile tends to be more berserk
-etc..

blub01

Quote from: keylocke on May 10, 2016, 11:51:31 PM
i think mental break rather than being random, should be given separate signs to make it easier to determine the right approach or which one to prioritize.

ie :

-colonist A shows signs of depression and self-harm (or a similar warning message) <-- pre-suicide attempt. suicide attempts may have 50% chance of succeeding rather than 100%.

-colonist B shows signs of violent behavior.. <---- pre berserk mental break

-colonist C shows signs of being listless and unattentive.. <--- pre dazed mental break

-etc..

------

player can even look at the social interactions, the needs tab, character tab to see what are the traits and circumstances that contributes to a person's mental break..

different character traits should also make people more prone to certain types of mental breaks.

ie :
-depressive and pessimistic tends to be more suicidal
-abrassive and volatile tends to be more berserk
-etc..
[/quote

and while you're at it, colonists might talk their pre-break friends out of it, the chance of success of course being dependent upon the social skill. so a colonist might confront their friend about them being unusually short-tempered recently, or seeming really unhappy, and try to cheer them up.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

Goldenpotatoes

Quote from: rexx1888 on May 10, 2016, 10:52:22 PM
what fantasy is this now. berserk mental breaks are the most absurd thing in a colony, an often end in colonist and colony animal death. its bananas. the leaving the colony break was removed because there was no easy way to interfere with it, which is LITERALLY the same problem with the berserk break. short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks. its frusterating as an id like to have a bit more agency around how i deal with the damn things. that also has little to do with suicide attempts, as the problem of not being able to do anything already exists an needs a rethink

I think if your berserk breaks are ending in colonist deaths then maybe you should reconsider not detaining them with longswords and rifles.

Berserk break also comes after a colonist hits a 'terrible mood', which is warned on the right side of the screen consistently. If your colonists are going into terrible moods, that's when you as the player needs to step in and change some things about how the colony is running to keep colonists from beating the shit out of eachother.

Suicide is dumb because the only way I could see it rolled in is as another hard break. Keeping track of colonists is bad enough as is at larger numbers in vanilla (EdB's colonist bar ftw), let alone if one decides to go out of their way purposefully with intent to off themselves. Yeah, sure sounds fun for the player to track down a colonist only to hear the event blip followed by the message "Jimmy Jimbo has killed themselves." Whoopie freakin' doo.

Giving a warning about suicide beforehand would kill the entire point of it as the player would just immediately send someone to arrest/incap said colonist, just like you'd do with a berserk.

gameplay fun trumps 'realism'.




blub01

Quote from: Goldenpotatoes on May 11, 2016, 12:53:08 PM
Quote from: rexx1888 on May 10, 2016, 10:52:22 PM
what fantasy is this now. berserk mental breaks are the most absurd thing in a colony, an often end in colonist and colony animal death. its bananas. the leaving the colony break was removed because there was no easy way to interfere with it, which is LITERALLY the same problem with the berserk break. short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks. its frusterating as an id like to have a bit more agency around how i deal with the damn things. that also has little to do with suicide attempts, as the problem of not being able to do anything already exists an needs a rethink

I think if your berserk breaks are ending in colonist deaths then maybe you should reconsider not detaining them with longswords and rifles.

Berserk break also comes after a colonist hits a 'terrible mood', which is warned on the right side of the screen consistently. If your colonists are going into terrible moods, that's when you as the player needs to step in and change some things about how the colony is running to keep colonists from beating the shit out of eachother.

Suicide is dumb because the only way I could see it rolled in is as another hard break. Keeping track of colonists is bad enough as is at larger numbers in vanilla (EdB's colonist bar ftw), let alone if one decides to go out of their way purposefully with intent to off themselves. Yeah, sure sounds fun for the player to track down a colonist only to hear the event blip followed by the message "Jimmy Jimbo has killed themselves." Whoopie freakin' doo.

Giving a warning about suicide beforehand would kill the entire point of it as the player would just immediately send someone to arrest/incap said colonist, just like you'd do with a berserk.

gameplay fun trumps 'realism'.

that's what we're trying to figure out here: a way to implement suicide in a fun way. making the warning a chance, not a guarantee, would be a solution to the warning issue. on the other hand, as there is absolutely no fog of war right now in rimworld anyway, one might as well just guarantee it - at least when the pawn actually does it. that way, you can react to it even if you don't notice it, but it is still way easier to deal with if you notice it beforehand, and talk them out of it. on a side note, checking in on the colonists currently in a terrible mood once in a while shouldn't be too hard.
Quote from: Zobaken on September 02, 2015, 12:37:37 AM
1. Please make people unable to move through deep waters. I don't like raiders cosplaying Jesus.

GarettZriwin

Quote from: rexx1888 on May 10, 2016, 10:52:22 PM
short of arresting a colonist, which makes them not a colonist anymore, you cant do squat to hard mental breaks.

He still counts as colonist, just prisoner at same time, you can release him and he will be instantly normal... with -15 mood debuff.

Kegereneku

Just saying, this suggestion is getting too far in the details.

Simply having the Colonist hurt himself (rather than flip and try to kill other) should be enough "little details". No need to turn Rimworld into a clinical study.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
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