[Request]Sex And babys

Started by Robertmra, June 07, 2014, 06:17:09 AM

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NephilimNexus

IMHO, people who cannot properly spell "babies" should not be having them.

StormProxy

could use some muffalo breeding script

LittleMikey


Olek

Quote from: TerraStorm32 on June 09, 2014, 11:10:21 PM
could use some muffalo breeding script

That's pretty sick, you want to breed your colonists with Muffalo's?

StormProxy

no as in look though the script and change it so insted of muffalo is baby colonists

a89a89

Quote from: NephilimNexus on June 09, 2014, 07:03:23 PM
IMHO, people who cannot properly spell "babies" should not be having them.
agreed

absentminded

 It could work brilliantly if life-time wasn't sped up.
DF and banished and well, most games of this genre have it so you age faster than years pass or/and years pass crazy fast. And/or have no ill effects from pregnancy, just running around then all of a sudden pop out a kid.

What if, in Rimworld, pregnancy was a liability, not free colonists.
Your colonist got pregnant, then over the next months she goes from occasionally being ill, wasting time and causing a mess, then being slightly less efficient, then near the end a week/few days of being bed ridden and the father and/or anyone on warden or doctor bringing food to them.

Then they had a kid, a tiny baby who for the next year is carried about by them or in a crib in their claimed room, every couple of hours setting a firefighting or warden level task, which the parents respond to regardless of allocation, to be cared for.
Then after that they become a kid, running around and getting in the way, not following orders, potentially getting killed (which would massively upset their parents and kinda upset everyone) while eating food and not contributing to the colony.
Eventually getting old enough to haul and nothing else, then eventually being an adult.

Of course, chances are no one would play one game that long to see them become an adult, and probably you'd double time, or go by 100 says per lifecycle or something. But the point is, still take it take a really long time.

That way your colony would have dependants, so in the late game where now you get stuck with too much food and not enough non-violent hardship, you'd be getting into natural troubles of co-habiting colonists and having extra mouths to feed without getting extra hands to lighten the workload.

billerinstinct

One way of getting the problem of "time" out of the way while still keep the Rimworld spirit is to have the stages quite fast.

Baby - 5 game days
Teenager - 5 - 10/15 game days
Adult - 10/15 game days or something like that

All in all, from baby to adult, 10-15 Rimdays.

I think the "Sex/baby" idea would be great and interesting if it were to be kept simple.

absentminded

#23
Quote from: billerinstinct on June 12, 2014, 08:29:57 AM
One way of getting the problem of "time" out of the way while still keep the Rimworld spirit is to have the stages quite fast.

Baby - 5 game days
Teenager - 5 - 10/15 game days
Adult - 10/15 game days or something like that

All in all, from baby to adult, 10-15 Rimdays.

I think the "Sex/baby" idea would be great and interesting if it were to be kept simple.

The thing is, if it's so short, then it's a benefit rather than an hurdle. Free colonists

And if whole lifespans were so short? If in ten days a colonist died of old age?
That way you'd go through colonists too fast than would make sense, then you wouldn't care about colonists which is a big part of the game they'd just be units. And how many generations would it take to establish a basic fort? That'd destroy all immersion if a day was a major chunk of your colonists average lifespan.
It'd go from being base building to baby factory. It'd be a whole different game and you'd have little reason to even remember your colonists names.

billerinstinct

Yes, that is true. I thought colonists didnt die of old age, if so, then that changes some things ofcourse.

As you said, a babyfactory should not be the intention.

StorymasterQ

Quote from: absentminded on June 12, 2014, 02:52:47 AM
It could work brilliantly if life-time wasn't sped up.
DF and banished and well, most games of this genre have it so you age faster than years pass or/and years pass crazy fast. And/or have no ill effects from pregnancy, just running around then all of a sudden pop out a kid.

What if, in Rimworld, pregnancy was a liability, not free colonists.
Your colonist got pregnant, then over the next months she goes from occasionally being ill, wasting time and causing a mess, then being slightly less efficient, then near the end a week/few days of being bed ridden and the father and/or anyone on warden or doctor bringing food to them.

Then they had a kid, a tiny baby who for the next year is carried about by them or in a crib in their claimed room, every couple of hours setting a firefighting or warden level task, which the parents respond to regardless of allocation, to be cared for.
Then after that they become a kid, running around and getting in the way, not following orders, potentially getting killed (which would massively upset their parents and kinda upset everyone) while eating food and not contributing to the colony.
Eventually getting old enough to haul and nothing else, then eventually being an adult.

Of course, chances are no one would play one game that long to see them become an adult, and probably you'd double time, or go by 100 says per lifecycle or something. But the point is, still take it take a really long time.

That way your colony would have dependants, so in the late game where now you get stuck with too much food and not enough non-violent hardship, you'd be getting into natural troubles of co-habiting colonists and having extra mouths to feed without getting extra hands to lighten the workload.

This sounds like Virtual Villagers' take on generations and passing time.
I like how this game can result in quotes that would be quite unnerving when said in public, out of context. - Myself

The dubious quotes list is now public. See it here

Sion

Quote from: absentminded on June 12, 2014, 02:52:47 AM
...
Then they had a kid, a tiny baby who for the next year is carried about by them or in a crib in their claimed room, every couple of hours setting a firefighting or warden level task, which the parents respond to regardless of allocation, to be cared for.
Then after that they become a kid, running around and getting in the way, not following orders, potentially getting killed (which would massively upset their parents and kinda upset everyone) while eating food and not contributing to the colony.
Eventually getting old enough to haul and nothing else, then eventually being an adult.
...

It would be cool if colonist could learn new skills even if they initially are incapable of doing that skill.
So many ideas... so little time...
Silence is the worst answer.

Celthric Aysen

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Psyckosama

Quote from: Blackjack1000K on June 13, 2014, 10:03:08 AM
*cough*Simworld*cough*

The hell is wrong with that? I'd LOVE for this game to have that level of social interaction between characters.

Makes things more interesting than a robot antfarm.

Viceroy

Yeah a deeper life simulation would be great, having friends and enemies in and outside the colony, having visitors going into the local Inn and/or bar. People having personal property. All these things would add to the depth of the game. And you can't very well have a colony simulation without having reproduction. It is not like it will be explicit sex scenes you know, the same thing goes for sanitation, it also will add to the gameplay because you have to design the colony to be habitable rather than just a maze with guns everywhere and a hydroponics chamber.
Dog goes moo!