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My suggestions for the skill tree.
At the beginning I will write changes to the gameplay, and then I will integrate their skill tree

Animals now have a modified tameness scale:
0% Wild
Metabolism 20%

100% Homemade
Metabolism 100%

200% Tame
The occupied space of overpopulation has been reduced by 2 times.
Animals relieve the stress of the livestock breeder at the creature station.
The animal eats from the feeder in higher priority than from the ground.

Initially, a wild animal cannot be tamed above 100%
In a baby animal, taming progress is 2 times faster. You can get an adult tame animal.

Added animal training station (playable with animals). 1 * 2 cells.

Changed stress system:
Duplicates have a modified stress scale:
0-100% stress
0 + 100% happiness
100% -0% + 100%
Now duplicates do not have negative traits in the likeness - often farts, falls asleep. Seriously - why!? I never take them.
These traits can appear from stress.
Added a scale of Psychological health. It decreases from the level of stress - the higher the faster it decreases. When it reaches zero, the duplicate has a chance to receive a negative effect. If such effects have already been obtained earlier, then the duplicate can pull the FINAL effect (I'll tell you later).
Morale restores this health, and the more morale, the more recovery per cycle.
Slick-haired slipper, at 200% tameness, removes a HUGE amount of stress. Any duplicates can go to the animal training station and play with the animal. At the animal training station there is a control interface (conditions) -Duplicate X tolerance / When stress is less than X / Duplicant X priority for use station.
The negative effect appears after the duplicate sleeps (after sleep)

Negative Effects:

Upset Stomach-Natural Gas Farts
Narcoleptic - sometimes falls asleep
Fatigue-endurance is slower to recover
Distracted attention - can't control
Glutton-2000kcal per cycle
Duplicate nightmares wake up frequently and breathe heavily (shortness of breath)
Afraid of the dark - cannot sleep in the dark, skill penalty in unlit places.
Obsession - a duplicate is fixated on repeating some actions - for example, he can go through the same door several times without completely, or run in a circle before completing a task.
Panic attacks-150g oxygen per second
Duplicate rage can break something / break the machine or dig up a flower, in general, ruin it.
Brawler - undermines the work of the rest of the duplicates - except for the psychotherapy session.
An uncontrolled duplicate from time to time does not obey the player and does what he wants, regardless of the schedule.
The pig does not wash its hands or take a shower.
Duplicate mental depression gains little or no experience.
Snorer makes noise when sleeping.
The duplicate turtle does not run, but WALKS. Fitness penalty. Movement animation changed.
A duplicate claustraphobia gets penalized in confined spaces. For example, a 64 cage room is a closed space. It is counted by the space in the cages as overpopulation in animals.
Agoraphobia - Duplicate gets penalized in open spaces.
And who did it? -The duplicate goes to the toilet wherever he wants.
Waterfall-bladder 200% per cycle
Anorexia - the ceiling of the duplicant's kcal is not higher than 500 kcal. Penalty to strength.
The duplicate taster restores calories 3 times longer during meals.
Acrophobia is a height penalty if the duplicate is 5 squares higher than the underlying square. (Slowly climbs stairs.)
Depression - occurs if there is already at least one effect. Penalty to all characteristics.
Suicide - occurs if there is depression and 1 more negative effect. The duplicate does not wake up anymore.

Psychotherapy is a doctor's skill. Adds resistance to stress for those who have learned this skill. + 100% to reduce stress from decor, animals and other things.
Added a psychoanalysis station - at the beginning the patient runs, then the doctor. The doctor relieves stress and heals negative effects. You can get rid of the effects if the stress is below 50%.

Happiness gives you a chance to get a positive effect.
There is a lot of room for imagination - a ball inflator and so on.

Duplicants now have an old age scale.
The worse the conditions, the faster the duplicate ages, and vice versa.
For example: bad food / stress / damage / illness / ambient temperature, etc. A duplicate in such conditions will live 500 cycles.
For example: good food / ideal environment temperature / happiness / a little sick / vitamin intake / not exposed to radiation. A duplicate will live 4000 cycles.
A duplicate has its own lifespan - different duplicates have different lifespans, but conditions increase or decrease stress.

Surgery is a doctor's skill. A parallel fork of skills. The ability to operate on duplicates.
Removal of tumors, severe injuries and negative effects caused by the country and not only.
Severe injuries do not completely disappear and will have a negative effect.
For example: lame is a penalty to fitness.
The less the duplicate is left to live, the more likely it is to get the negative effects caused by aging.
Surgery station added.
Vitamins - are created in the pharmacy. They slow down aging.
Radiation can cause swelling, greatly reducing the maximum lifespan of the duplicate, and can also cause mutations.


And so, now to the skill tree:

1Construction (+ to skill) - 2Construction (demolition) -3Construction (construction of conveyor rails)

1 Controls (+ to skill) -2 Controls (microprocessors) -3 Controls (piloting)
1 Skill at work (+ physical fitness) -2 Skill at work (fine on costumes)
3 Manages (piloting) + 2 Skill in work (penalty on suits) = Cosmonaft (+ to piloting)

1Cleaner (+ to strength (cleaned up) + to strength (delivery)) - 2Cleaner (Plumbing) -3Cleaner (Quick cleaning of spilled liquids) (the ability to carry 2 types of items at the same time)

1 Doctor (using pharmacy) -2 Doctor (using isolator) - / 3 Psychotherapist
                                                                                    - / 3Surgeon
 
1 Agriculture - / Plant care- 2Agriculture

                      - / 1Animal breeding (station of creatures, trapping) -2Animal breeding (training, station of training)

I also wanted to tell you about the artist, briefly.
Each room has a total decor (no more than 96 cells).
It lowers or increases stress / psychological health. The idea is that the artist enhances both the decor and reduces the stress of the duplicates by his presence / conversation / time in the entertainment rooms. As well as his sculptures, or he himself can give a positive the effect.

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That`s a lot of changes you got there. I`m not sure if all are necessary. But i like the psyhotherapist idea. You always hate when you can`t do anything about something bad happening to your dupe. This will help dealing with stress when the passive effects aren`t enough. They could maybe apply special food that inreases morale made out of sucrose.

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17 hours ago, Sasza22 said:

У вас много изменений. Не уверен, все ли нужны. Но мне нравится идея психотерапевта. Вы всегда ненавидите, когда ничего не можете поделать с вашим обманщиком. Это поможет справиться со стрессом, когда пассивных эффектов недостаточно. Возможно, они могли бы использовать специальную пищу из сахарозы, повышающую боевой дух.

I agree. I added a lot of things, but it is tied to each other. Food for thought. The most basic is the construction of conveyor rails. The problem is that it goes through the management skill. The duplicate needs to be given priority for construction, and he starts to do something different In addition, we can learn in research a branch of the conveyor almost immediately, and the ability to build rails is limited by a huge number of skills, also unnecessary. Move the construction of rails to the third construction skill. And piloting, which is logical to the third skill of management. However, adding training to animals is not necessary a lot of effort, but this will allow you to have 2 times more animals in one barn.

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4 hours ago, Genry said:

The most basic is the construction of conveyor rails. The problem is that it goes through the management skill.

Yeah conveyor rails are a pain to build. Imo they shouldn`t require a skill to build. It`s basically a pipe. Just the conveyor loader and auto sweeper should require the mechatronic skill.

Overall the skill tree could use some reshuffles. And some way to use extra skill points. Like a repeateble skill that just gives stats for 1 or 2 extra morale requirement.

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