Ai relationships and Breeding

Started by BenjaminJMartin90, August 16, 2014, 12:58:25 PM

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BenjaminJMartin90

Firstly got to say I would not have thought I would like rimworld but I am really getting into it

Secondly the idea concept (Re edited to add more depth and readability.

Ai Relationships

This is a way to add depth to the AI's in your Colony allowing a variety of emotions and relationships between each other.

You are stranded on a planet and your colony is not doing too good you have a few people left and your best cook has had a bust up with your best shooter now one of them is threatening to leave for another colony what do you do?

That is just one concept I believe this idea could create allowing your colony to live together in harmony or give you more to think about with relationships becoming an issue with colonists becoming enemies overnight, this adds more depth to socialising as well giving you more control over your colony's relationships and even expand your colony by allowing lovers to fall pregnant and breed.

Breeding will have 3 stages birth child and adult

Birth the child is very fragile making sure they have every comfort needed is an absolute must including keeping them from enemy fire, this can be quite a burden on your colonists especially the parents who will have family controls implimented when giving birth such as cradling, nursing and feeding.

Child stage they can do more and be less of a burden their skills are randomly generated taking into consideration their parents skills from when the child was born, the child can cook, clean and do labouring but may resist fighting. they are less of a burden but require the parents or colonists to play with them now and again to keep their moral high they are also adventerous exploring the area a lot putting them in danger.

Adult, they just become another colonist at this stage and depending on the environment they grew up in they act and do as a normal colonist.

the time between stages can be worked out as I am not sure realistic times would work too well due to the sheer time it takes to grow up.


BenjaminJMartin
All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.

putsam


Viceroy

It is about a colony on an alien planet. Relationships and procreation are necessary. Just like food is. Prefixing things with 'sims' is a really cheap way to debate the merits of a feature.
Dog goes moo!

Billy Rueben

Nine months for a a child to be born, at least six years for them to become a valuable worker. I've never had a colony last long enough.

I'd rather not see this become a thing.

jsteele726

I definitely like the idea of relationships. As story driven as this game is, I think it fits in perfectly. It would be cool to see two men fighting harder together because they're friends, or a couple working more efficiently because they're in love (And getting a pep in their step from the usage of that Royal bed the night before, eh?) Friendships, rivalries, intimate relationships, and bitter hatred towards one another would definitely help to make the colony seem more interesting.

That said, I'm not certain I would want to see children in the game. Yeah, in harsh environments, people still have children, but I would be concerned with overpopulation. Unless the other mechanics in the game were adjusted, I feel that gaining population from random people joining and from converting prisoners, then adding children growing into adults would ultimately lead to far too many people too quickly.

litlbear

No reason for it to not be a feature.  You could impose a law that everyone must wear condoms.
yes

Damien Hart

AI relationships would be a great feature, but there are really no benefits to having children. It's pretty much increased food consumption with no way of preventing it that doesn't potentially risk a tantrum mental break spiral. I don't think I've ever heard of anyone having a colony that lasted more than a few years, so it's not likely the kid would grow up to become useful (I personally hate the idea of unrealistic timescales for aging).

Not to mention the moral quandary of having children in a game where getting your eyes blown out and your limbs shot off is a daily possibility (DF isn't so bad because there's no real visual representation of things). And then there's cannibalising children's corpses.

For some reason, it strikes me as bad publicity for RimWorld to be known as the game where children can be mutilated and then eaten...

ZestyLemons

Relationships are planned if I remember, but I don't think kids really need to be put in. RimWorld games tend to fall apart around the one year mark, and I couldn't imagine playing a game for 18+ years to get a 'new' colonist.

Cloning has popped up a few times, and I like that idea a lot more. There's interesting ups and downs to cloning, like accelerated aging.
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joeloverbeck

Relationships between colonists should be as fleshed out as possible. Friends, grudges, lovers, crushes, maybe even family relationships. Improved mood if they are interacting with their friends, poorer performance if they have to work alongside someone they hate, etc. Having them clash or like each other because of their preferences or political opinions would be interesting as well. All that would contribute to making each colonist unique.

I would like to see pregnancies in, but not so much because the pregnancy would develop properly during the course of a playthrough; in my longest colony I've only gotten as far as three months. But it would interesting to have pregnant colonists, or migrants, who have their performance hindered, or that can't work at all. It could produce interesting player choices, such as not taking in a migrant because it wouldn't be able to work for a while, forcing an abortion or even killing the mother-to-be. And then butchering and skinning her and forcing her lover to wear her human skin jacket as a reminder.

Fruit loops

I think that having children is a big part of life (never had one) I mean I got a disease that means if I have a baby they would have to do LOTS of stuff to my area (I have one) for instance they would have to inject me with a medicine then make love with the 30 minutes the medicine works for but I want to have a kid anyways if I was stranded on a planet with a girl yeah I think I would have a kid or at least something to take my mind off of the 100 muffalo pounding down the wall its a thing you do as a adult I would like to see them in a royal bed no fancy animations or anything but you know.
if there was one guy who was the girls wife and the wife was cheating on him the guy who was cheated on would in the middle of the night walk walk in to her room and melee her to death and maybe you wouldn't stop him cause thought it was right or if she was incapacitated he would rescue her stuff like that or his best friend wouldn't either and if she did it to many times the colony would just shun her (im not Amish) and maybe Emmie could have a use Ehhhh?
The guy who suggested the mood debuff for harvesting prisoner organs.

Viceroy

Accelerated growth pod. That needs doctors and resources to function as well as loads of electricity. It can still be in the timeframe of the game, it is sci-fi after all. Noone said it has to take 18 years.
Dog goes moo!

James009

I think this would be an interesting feature to explore and would create more varied stories and gameplay variety. It couldn't hurt to look into.

Also, the "Sims" comment is pretty cheap. Dwarf Fortress has children and relationships and works just fine. Seeing as Rimworld is basically intent on becoming a superior scifi version of it I don't see why this idea cannot be explored.

Also, I like to imagine rim world's late game being more like a distant colony or even a small city (assuming we get enough tech and people). That could be incredible to see!
Lets Crashland Here Simulator!

theapolaustic1

Quote from: Billy Rueben on August 16, 2014, 04:17:34 PM
Nine months for a a child to be born, at least six years for them to become a valuable worker. I've never had a colony last long enough.

I'd rather not see this become a thing.

As I recall, Ty said he's been mostly focusing on mid-level tech, and eventually wants to extend it so that there's more progression from one end to the other (i.e: sawmill). If that's still true, presumably colonies would by nature have to last longer.

I've seen colonies make it to close to two years already... Depending on how much Ty has in mind, it's not out of the question.

Also, I wanna sound off agreeing that it's lame to say sims stuff. The main page says it's about the story, it's inspired by Firefly. Conversations and alliances/enmity goes a long way.

BenjaminJMartin90

Firstly wow considering I never actually explained this well a lot of positive comments I am not used to that xD

in reply to the comments I am aware there are was around areas and I do agree in the current state breeding sounds far fetched and not needed so throwing that aside for the time being the main concept I wanted feedback on was what most have commented on that is the relationships.

I feel  as others do both replying here and i know personally that the story and role play aspect seems interesting I love the whole concept of the game now take in to account anything you know about survival games films etc it all leads to fights over women, power leadership food you name it and I feel some more depth into AI characteristics would improve storytelling and replayability allowing each colony to grow and act differently which I assume is the creators intentions.
All men can see these tactics whereby I conquer, but what none can see is the strategy out of which victory is evolved.

theapolaustic1

Quote from: Viceroy on August 17, 2014, 08:13:24 PM
Accelerated growth pod. That needs doctors and resources to function as well as loads of electricity. It can still be in the timeframe of the game, it is sci-fi after all. Noone said it has to take 18 years.

This is a wonderful idea, and supported by lore (vatgrown soldiers/assassins/etc). Colonists don't need to even bang or get pregnant. Test tube babies. Make it happen, Ty.

Even better if you need to install surge protectors or something for it to work. Lose power while the primordial stew is bubbling, and you get something not-quite-human out. If you're lucky, it's a half-grown corpse. If you're unlucky, it's a half-grown abomination that's more animal than man and wants to kill whatever condemned it to this hell. If you're really unlucky, it's a half-grown abomination that is more human than animal and is in constant pain, begging you to end things for it (and causing half of your colonists to go through a mental break after seeing this).