View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008841 | Valley 1 | Suggestion - Balancing Issues | Jul 8, 2012 8:56 am | Jul 14, 2012 8:01 pm | |
Reporter | BenMiff | Assigned To | |||
Status | considering | Resolution | open | ||
Product Version | 1.115 | ||||
Summary | 0008841: Other Ways To Improve Survivor Mood | ||||
Description | Currently, the only way to improve survivor mood is via mood gifts, which gets grindy very quickly if mood gets low. Suggested additional mood altering events are:- * Rescue Survivor : +10 to the mood of all survivors that are of a different time period as the rescuee, and +20 to the mood of all survivors that are of the same time period as the rescuee * Defeat a Lieutenant : +15 to the mood of all survivors * Defeat an Overlord : +25 to the mood of all survivors * Defeat a boss outside of a mission : +2 to the mood of all survivors * Fail a rescue mission : -10 to the mood of all survivors * Glyphbearer death : -10 to the mood of all survivors | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
related to | 0008863 | resolved | Chris_McElligottPark | Bringing down the overlord requires too many gift items |
related to | 0008930 | considering | Repeatable "unlock" type objectives for consumable necessities |
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If all the mood improving events are to all survivors, it would encourage you to just grab as many survivors as you can. Thus, some other options keeping the above in mind: *Defeat a boss inside a mission: +10 to the mood of one random survivor *Clear an entire outside chunk: +5 to the mood of one random survivor *Explore a new chunk (outside, building or cave): +1 to the mood of one random survivor *Explore the "last" chunk of an outside chunk: +10 to the mood of one random survivor (alternately: scales on how many outside chunks were traversed to reach the "last" chunk, +1 for each (doubles the exploration bonus))) *Completely scout one building: +5 to the mood of one random survivor (alternately: scales on the number of rooms in a building, +1 for each scouted room?) *Reach level 3/5/10 of a cave system: +20/40/80 to the mood of one random survivor *Complete a mission: +5 to the mood of one random survivor Of course these increases should not select NPCs who are already at maximum mood. Oh, and: *Death of a survivor from a dispatch mission: -5 mood to all survivors (they have a good tolerance of dealing with losing people since the cataclysm, but it still bothers them) *Placement of a wind shelter: +5 to the mood of all survivors *Placement of an ocean buoy: +2 to the mood of all survivors |
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I do like the idea of having some which improve the mood of only one survivor; however, I would say that it should improve the mood of the lowest-mood-survivor rather than a random one (partly since those are the one you're most interested in having improve their mood at a lot of the time, and partly since it therefore works against having loads of survivors as a counterbalance). However, I do think that in general more survivors should be better, but that's a matter of balancing numbers more than anything. |
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Okay, so had a thought on the issue of having mood boosters affecting all survivors; what if all survivors received 2 Important Achievements chosen from a big list of things that could boost them? (A lot of these could be like the unlockables are now, using the same "objectives" but limiting them to a particular terrain.) Every "objective" would still give everyone a (very small) boost, but survivors with that "objective" as one of their Important Achievements would have that boost given a large multiplier (at least x10), making it well worth going after specific things to bolster specific survivors. (Comments on whether this is a better or worse change is probably best, since the support bar won't really show which is being voted for.) |
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Hmmm, I could see the "objectives" for improving individual survivor mood being an interesting addition. aka one survivor gets really happy (for some reason) whenever the glyphbearer reaches level 5 of a swamp cave for the first time, etc. One concern would be that would generate a lot of individual objectives, and with a large population, it might become too easy to gain a LOT of happiness just by wandering around normally. I like the idea of 'individual desires/objectives', but I'm not sure, it would depend on implementation I guess. Alternately/along those same lines; there could be 2-3 'settlement' objectives that would apply a large'ish (+30?) mood increase to all survivors. These settlement objectives should be somewhat more difficult to obtain (reach level 10 of a swamp cave system, defeat 5 outdoor bosses, completely scout 10 (15?) buildings, etc). I would see this flavor-wise as the survivors voted on where or what the glyphbearer should look for next, and the glyphbearer is free to listen to them or do his/her own thing. I'm not quite sure if there would be enough variety for the 'settlement' objectives if they're supposed to be more difficult to obtain, however. |
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I like BenMiff's last idea. It makes sense that everyone would be inspired by tales of your heroic deeds, but people who wanted something specific done would be especially happy. There could even be a list of objectives providing varying amounts of happiness to all survivors and to one or two specific survivors. I don't think that it's a problem if the game gets easier when you have more survivors; rescuing people should always be a good thing, provided you have enough food. |
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Survivors have different interests, which color their perception of how well the settlement is doing (hope vs despair) and affect their level of engagement with the world (excitement vs boredom). These interests are chosen to encourage varied gameplay. The ones with the highest rewards may require going out of your way. * "Interested in architecture": +15 for each bonus building * "Interested in history": +40 for each era of survivor [x9 = max 360] * "Interested in ecology": +20 for each reachable region type [x14 = max 280] * "Appreciates teamwork": +50 for each profession at skill 300 [x7 = max 350] * "Appreciates strength": +60 for each cave level reached in [home era] [x12 = max 720] * "Appreciates continuity": +300 if [she] borrows the glyph and dispatches a lieutenant [x1 = max 300] |
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Instead of introducing a new survivor trait, you could just tie it in with their temperament. An introverted survivor gets mood bonuses from exploring caves. A rational survivor gets mood bonuses from placing bonus structures. A melancholy survivor gets mood bonuses whenever another survivor dies. Or, y'know, whatever. |
Date Modified | Username | Field | Change |
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Jul 8, 2012 8:56 am | BenMiff | New Issue | |
Jul 8, 2012 10:38 am | vadatajs | Note Added: 0026505 | |
Jul 8, 2012 10:39 am | vadatajs | Note Edited: 0026505 | |
Jul 8, 2012 10:43 am | vadatajs | Note Edited: 0026505 | |
Jul 8, 2012 10:48 am | vadatajs | Note Edited: 0026505 | |
Jul 8, 2012 10:52 am | vadatajs | Note Edited: 0026505 | |
Jul 8, 2012 12:06 pm | BenMiff | Note Added: 0026508 | |
Jul 9, 2012 3:31 am | BenMiff | Note Added: 0026556 | |
Jul 9, 2012 8:22 am | vadatajs | Note Added: 0026568 | |
Jul 9, 2012 8:24 am | vadatajs | Relationship added | related to 0008863 |
Jul 9, 2012 8:55 am | lavacamorada | Note Added: 0026569 | |
Jul 10, 2012 4:29 pm | tigersfan | Internal Weight | => Feature Suggestion |
Jul 10, 2012 4:29 pm | tigersfan | Status | new => considering |
Jul 11, 2012 3:11 pm | jruderman | Note Added: 0026694 | |
Jul 13, 2012 12:49 pm | khadgar | Note Added: 0026728 | |
Jul 14, 2012 8:01 pm | lavacamorada | Relationship added | related to 0008930 |