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Would you like those additions?  

11 members have voted

  1. 1. Would you like those additions?

    • Yes
      7
    • No
      1
    • Yes, with some changes
      3


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My idea is to increase the personality of the duplicants, so they have friends, maybe enemies, and have a greater effectiveness in their work through the medium of happiness

Friendship: Duplicants could become friends by chatting, playing together, and working together efficiently, a duplicant friend ends up talking more with him and further decreasing stress by talking, praising and so on.

Happiness and Stress: Stress can decrease the efficiency of the immune system (which unfortunately I think has been removed), and talking to a stressed duplicant can be dangerous, a happy duplicant will have increased work efficiency, and will be more social, and easier to make friends

Family: After colonizing the asteroid, the duplicants will have this option, this is just a suggestion

Death of Duplicants: Duplicants friends who die will leave the duplicant very sad, to alleviate this sadness (which of course recovers after a long time) the duplicant may make offerings for the deceased friend, and will be able to bring up flowers, enemies will still care about it but it will be little

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It would be cool for dupes to create a bond with each other if they got similar interests. It could provide a morale bonus if they spend time with each other and extra stress for one if the other dies.

We could have extra traits that affect it. Like dupes preferring to be lonely and others being friends with everyone. Maybe even dupes with negative relations getting lower morale when near dupes they don`t like (for example an unconstructive dupe near an dupe with interests in construction).

I also like this idea. I suggested it long time before, but it does not seem to interest a lot of players. :(

 

The argue that it will force the players to split the duplicants is not a good one, because it's a base management game, and the effect will not be so restrictive that duplicants should never see someone he don't like.

11 minutes ago, Gwido said:

I also like this idea. I suggested it long time before, but it does not seem to interest a lot of players. :(

 

The argue that it will force the players to split the duplicants is not a good one, because it's a base management game, and the effect will not be so restrictive that duplicants should never see someone he don't like.

I think I used the word "enemy" wrong, it would just be a duplicant who does not like another very well, for something in that duplicant that did not please the other, they would naturally be avoided without the player having to separate them, from time to time they would talk, and they would stop being ungrateful

New ideas:

Groups: A duplicant would form a group of friends with other duplicants, they could all chat together, resulting in decreased stress

Psychology: Duplicants could study emotional intelligence to know how to deal with one's feelings, and with others, and could work as psychologists for sad and stressed duplicants

Personality: all duplicants could have personalities, religions (not all perhaps) that could help or make it difficult to create new friendships

Art: one thing I did not like is that the art skills do not affect the design's decor, they only decrease the time it takes to make, so duplicants with a lot of art skill could increase a percentage of the design's decor

12 hours ago, Gwido said:

The argue that it will force the players to split the duplicants is not a good one, because it's a base management game

There is a difference between managing a base and babysitting a bunch of temperamental drama queens.

And if it's so weak that it doesn't matter, why bother having it, maintaining it, forcing it on people who know better?

12 hours ago, coheru said:

duplicant that did not please the other, they would naturally be avoided without the player having to separate them

Duplicants have trouble avoiding sealing themselves in CO2 chambers, digging themselves into nooks they can't come down from, getting their feet wet with molten magma or metal.

Your idea relies on avoiding player annoyance by having dupes solve a much, much harder problem - avoiding another moving, planning character.

I don't like this idea. It's way too big a change for the game and will easily end up as dupes losing morale for something, which is hard or impossible to do anything about.

Rimworld has a system like this and it's working well. However it's advanced and have been years in the making. You have much better chore control in Rimworld, meaning you have much better control over where you people are. The AI has been taught to interact between colonists. There is a gigantic social system working behind the scene for this to work.

Meanwhile ONI has no such thing. The amount of work it would take to make something like this work means it would take ages to get working. If it is implemented without a proper behind the scene system, then dupes will just end up wanting to be together with another dupe, but due to how the chore system works, they can end up not seeing that dupe for several cycles and end up being depressed. The result would be something annoying and make the game less fun.

If Klei wants to assign enough development hours to design something like this properly, then there are so many other suggestions I would prefer them to work on first.

Besides I suspect adding a brand new system like this would be even more controversial than the water sieve output temperature. ONI players aren't The Sims players (ok some might be). The fact that you don't have to micromanage each detail for each dupe is attractive to a number of players.

21 minutes ago, Coolthulhu said:

There is a difference between managing a base and babysitting a bunch of temperamental drama queens.

And if it's so weak that it doesn't matter, why bother having it, maintaining it, forcing it on people who know better?

Duplicants have trouble avoiding sealing themselves in CO2 chambers, digging themselves into nooks they can't come down from, getting their feet wet with molten magma or metal.

Your idea relies on avoiding player annoyance by having dupes solve a much, much harder problem - avoiding another moving, planning character.

I mean: what a duplicant will naturally avoid, not talking too much, avoiding talking and complimenting, getting close to a duplicant that he does not like would not be such a bad thing, they would only avoid themselves during the interval

17 minutes ago, Coolthulhu said:

There is a difference between managing a base and babysitting a bunch of temperamental drama queens.

That's exactly what managing people is. :D

And there's people in a base. ;)

 

18 minutes ago, Coolthulhu said:

And if it's so weak that it doesn't matter, why bother having it, maintaining it, forcing it on people who know better?

Hmmm ... for fun ? In a game, it's also important. :p

Honnestly, the game really lacks of stress sources. At least in the current live version.

Once you have enough high rank food, decor and entertainements, the massage room is never used anymore. And I don't talk of duplicants that gets the "sunny disposition" trait. They quite don't stress anymore. :-/

Does not have to be such a complicated thing so if the klei does not want to, it can be a hidden status type, a player will only know if the duplicant is friends with the other by the rhythm of the conversations, and if he is going to get very depressed in his death, Same thing with the groups, it seems a complicated thing, but it's only the duplicants who create a chat group who are most likely to talk, and add a bonus if several duplicants are talking

The personality toss is like this: a simple thing that will determine if the duplicant can make friendship easy, and the type of friendship, could be another hidden status

does not make sense, the only way my idea of the duplicant to lose morality is if a friend dies, what can be reversed and ends after a few cycles, it is also easy to avoid not just murdering the duplicant, the duplicants of "evil" only would naturally avoid conversations, these duplicants would not reduce morale.

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