"Stress" threshold

Started by InfiniteRemnant, August 17, 2014, 03:13:44 PM

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InfiniteRemnant

Each character should have a threshold, set at 1.5x their mental break threshold where they'll just drop whatever they're doing and go take a short break somewhere. They sit down, take a stroll through a garden you've planted, grab a snack, or do something else that kills about 1 in-game hour, during which they count as idle. After which they return to work and have a small "took a break" mood buff for a few hours.

If their break gets cut short by military duty, disasters, direct orders from the player, or getting hurt, they suffer a debuff instead of getting the 'took a break' buff. The value and length are the same, but negative rather than positive.

To prevent it from completely invalidating the mental breaks, the event can only fire once per day per colonist, and is disabled on higher difficulties.

EmmaWayne

something like that would be awesome :)

the most beautiful rooms i have are for cooking, crafting, researching. if someone gets mad, ill put him in there
Before you judge a man, walk a mile in his shoes; after that, who cares?! He's a mile away and you've got his shoes!

MajorFordson

I think mental breaks are fantastic, but they need to be toned down.

At the moment a colonist going insane just because they're roughing it a bit seems very silly.

Low key negative modifiers such as poor diet, surroundings etc should VERY rarely cause a full breakdown. Instead the characters should suffer from reduced functionality and the chance of developing certain character traits. After all, historically when people are put in horrible situations it's clear the people can become very hard and capable, whilst at the same time suffering mentally.

High key modifiers, such as seeing friends killed or killing prisoners and such, should be the things that could cause a full mental breakdown, such as going mad or just wandering off.