Trait rebalance

Started by agnar, November 07, 2017, 04:19:26 PM

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agnar

Some traits are more useful than others, which would be fine.

Many traits already provide a bonus but have a drawback simultaniously. (Beautiful for example +40 opionen from others pawns, people will more likely try to romance you and mooddebuffs)

Others like Chemical Interest/fascination provide only drawbacks which very often leads to the pawn becoming a hat/kibble or dying from the consequences of a binge.
Maybe a rebalancing would be appropriate?
Like Chemical Interest/Fascination could have a chance to create Neutroamine while crafting at the druglab with very low chances (2,5%/5%)?
A very small chance but it should be reasonable.

Or Fast walker/jogger could increase the colonists hunger rate a little? Minor but if you have little/no food it could become a Problem.
An hard worker/industrious colonist could get a mooddebuff if he can't work.

On the other hand a pessimist/ depressive colonist could get no moodloss from a dying colonst because, well he kinda expected it and he is happy not to be the dead one ::)

Certain must pick traits should definitly be adapated to encourage diversity in traits. Certain must not pick traits should also be adapted to become more useful so its not a death sentence.