Colonists morals. And other non combat ideas

Started by G34R B0X, September 10, 2014, 03:12:58 AM

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G34R B0X

So it's obvious the Dev wants the game to feel more personal, and make your colonists important to you. That is why he gives us names and a backstory. Something that would add a huge dynamic to the game would be every one having a moral set. As in, if you sell enemy's off
To slave traders, Jeff will leave. Or Christina dose not belive in reprocessed foods, will only eat meals, or will only eat meals made
By her self. It would add depth to a character and make
You have to balance there needs and wants to your play style.

Another option is wants. A colonist could desire to hBe more meat is his diet, in stead of haveing nothing but potatoes, and will refuse to do certain tasks till his wants are met.

Phobias is another idea. Not many colonists should get them, but they should be hindering. Jessica has a phobia of guns, she will not go anywhere near the turrets, mortars or a fire arm, ( certain radius) and this goes for carried weapons as well. Or colonist is deathly scared of
muffalo, will not eat/ or approach any that is seen. (X radius)

I'm a big fan of the no combat based aspects of the game. I belive we need to look at more than just more Enemies and bullets to have a rewarding game.

Sickness could spread, reducing efficiencies of work. Or a draught, could slow down any non Hydropoincs based foods. Speaking of water, Water purification should be a major thing, drinking unpurified water should help spread sickness. Hygiene should play a role in this as we'll

Bathrooms, this dosent need explaining, we all poop, but pooping outside makes me unhappy, i don't know about this one, just an idea, idk how in depth you want to get with plumbing.

Certifications, should also be a thing, and this ties into a tech tree which would drastically make the game more enjoyable. The point is to have random colonists crash land on a planet and start over, well I have utterly no clue how to wire up a house let alone build a geothermal generator. But en engineer would. Idk how, maybe the Data core crashed with the ship, but haveing the ability to study certain tasks to get better, like engineering, or practise, like shooting to get a marksmen cert. would be nice. And they would give huge bonuses. Some with an engine cert can build twice as fast ( which coupled with the longer build times as stated below would be huge) or haveing the marksmen certification would play in well with a bolt action rifle, dealing extra damage and possibly a One hit Kill.

Building technical items should take hours, to days. Plopping down that solar arty and having it up and going in 7 seconds seems awesome, but It should be a risk reward kind of thing. It should take a LONG time to build, maybe up to 3 in game days, so you have to balance out how u want your colonists to divvy up there work. All three could chip in to help, but no one is making brekfast than.

Suggested buildings or items.

Guard/watch tower: enlarges the radius that a sniper can fire, also adds bonuses to damage, and has some defense.


Reaper

---bathrooms and hygiene. I have enough to worry about without my people worrying if there clean.
--+ moral sets(selling a enemy and having someone break is a little nuts, especially when they tried to kill you(i am still a little sick of my people whining about selling pirates off as it is.)) THEY KILLED TOMMY i should have to restrain one or two to prevent rimwest style revenge in that instance.

-long build times
-wants (though i would like to see them eat more than just potatoes, and get mad if that is all there is)
+phobias (not so intense though, being scared of the living animal is one thing, being scared of your steak is another)
+Study thing
would be cool if colonist had special skills, more than just building, social, growing, etc
The data core thing is a little cheesy maybe you could capture people with those skills recruit them and teach them to your other people? make the phobais balance out a little.
oh he has this amazing skill but is worthless FOR EVERYTHING becuase he was a frightened scared child.

Geokinesis

Quote from: Reaper on September 11, 2014, 05:01:20 AM
--+ moral sets(selling a enemy and having someone break is a little nuts, especially when they tried to kill you(i am still a little sick of my people whining about selling pirates off as it is.)) THEY KILLED TOMMY i should have to restrain one or two to prevent rimwest style revenge in that instance.

Whilst you colonists aren't happy about being attacked they clearly and correctly feel indulging in slavery is not acceptable for their colony. I mean unless you just populate your base with psychopaths.

Merry76

Quote from: Geokinesis on September 12, 2014, 08:18:20 AM
Whilst you colonists aren't happy about being attacked they clearly and correctly feel indulging in slavery is not acceptable for their colony. I mean unless you just populate your base with psychopaths.

Well, its a bit strange that you can buy slaves from a slave trader and nobody cares about it either. A moral set could mean that they like "freeing" slaves by buying them (they dont seem to be slaves after you bought them, and go "I am a free rimworlder, I want to have a nice bed and surroundings" immediately), or it could mean that they dont care about slave trading either (living in a world where its common would elevate it to "normal/tolerated" - even if the normal is a bad thing).

People could also be angry if the evil pirates that where captured are treated too nice shortly after they where captured. Visiting a prisoner to punch him up a bit might be on their mind, and make them feel "good" while it would outrage other, more civilized colonists.

In short, this sounds awesome. Let colonists react differently to stuff ;)

Geokinesis

Quote from: Merry76 on September 12, 2014, 05:17:39 PM
Quote from: Geokinesis on September 12, 2014, 08:18:20 AM
Whilst you colonists aren't happy about being attacked they clearly and correctly feel indulging in slavery is not acceptable for their colony. I mean unless you just populate your base with psychopaths.

Well, its a bit strange that you can buy slaves from a slave trader and nobody cares about it either. A moral set could mean that they like "freeing" slaves by buying them (they dont seem to be slaves after you bought them, and go "I am a free rimworlder, I want to have a nice bed and surroundings" immediately), or it could mean that they dont care about slave trading either (living in a world where its common would elevate it to "normal/tolerated" - even if the normal is a bad thing).

People could also be angry if the evil pirates that where captured are treated too nice shortly after they where captured. Visiting a prisoner to punch him up a bit might be on their mind, and make them feel "good" while it would outrage other, more civilized colonists.

In short, this sounds awesome. Let colonists react differently to stuff ;)

I think because they have -5 from selling slaves but no penalty from buying them they do care about slavery and treat buying them as buying freedom. (Barring psychopaths).

I think maybe just make it so that psychotic and bloodlusting might be happy with slavery? and not with treating prisoners. Whilst other better adjusted colonists aren't.

BetaSpectre

I don't want too many things to be in the game.
I.E. Hygene. It's just not something that makes the game 'fun'

Also setting up showers might take too long as is. Metal isn't common enough.
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Reaper

it would be nice to have propaganda to mitigate this, the whole slavery thing.

the pirates are evil. becuase they try to kill you and take your people, women and money.(wait for it, it will happen)
They hurt other colonys not just your own by slaving them your able to pay for the damage they did in the raid and send them somewhere where there talents will be more acceptable. They wouldn't be slaves if they didn't raid you. it not like your running into their base and running off with there people to sell.(like they do)