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Even when you are capable of feeding a large number of dublicants, increasingly higher population causes dublicants to start disregarding the option to go to the massage table to relax. They seem far too fixated on working and there is just not much else to do.

 

More powerful relaxing mode switch:

 

When a dublicant becomes very stressed, there should be an option in the tasks menu to set when they should enter relaxing mode. Also, you should be able to force a dublicant into relaxing mode by stripping all tasks from it.

 

More spare time activities:

 

All the dublicants can do when they have no tasks is to eat, shower, use the toilet, use the massage table or sleep. There should be more structures to offer more methods for them to spend their free time, like baskedball, art, videogames, etc. Depending on the personality of the dublicant, they will prefer some leasure time activities over others and matching ones reduce the stress more efficiently.

 

Dublicant interactions:

 

The dublicants dont really acknowledge each other as of yet. In my humble opinion, they should be more human and actually talk to each other in their leasure time. Or maybe make them smile at each other or high five while they pass one another during their jobs.

 

Dublicant relationships:

 

The state of mind of dublicants should be far more dynamic, adding an element of randomness to their stress level. Dublicants should be able to befriend each other while talking or performing activities together. Furthermore, dublicants should be able to fall in love with each other if they match well and spend a lot of time together. That also goes into the opposite direction. Dublicants could have fights when they are stressed or one dublicant treated another badly. Relationships should also be able to end, making one or both dublicants sad. Here some examples of possible status messages:

Talking:  This dublicant is spending some quality time with another dublicant. -5% stress per cycle

New Friendship: This dublicant made a new best friend! -20% stress per cycle

Friend nearby: This dublicant is happy to see their friend. -10% stress per cycle

Love: This dublicant has developed a crush on another dublicant. How sweet! -20% stress per cycle

New Couple: This dublicant just started a relationship with another dublicant! So romantic! -70% stress per cycle

Partner nearby: This dublicant is in the presence of their loved one. -30% stress per cycle

Lonely: This dublicant hasn't spend any meaningful amount of time with others in a while. +10% stress per cycle

Arguing: This dublicant is having a verbal fight with another dublicant. +10% stress per cycle

Enemy nearby: This dublicant is trying to avoid eye contact with a person they had a fight with recently. +15% stress per cycle

Friendship ended: This dublicant has lost a friend and is feeling bad. +30% stress per cycle

fight with loved one: This dublicant is having a fight with their partner. Oh no! +30% stress per cycle

Breakup: This dublicant is fresh out of a relationship. They are very sad. +50% stress per cycle

Mourning a friend: This dublicant feels miserable over the death of their friend. +40% stress  per cycle

Mourning a lover: This dublicant has lost their partner! What a terrible tragedy! +70% stress per cycle

 

Dublicant interaction control:

 

Despite the randomness, there should be a way to somewhat control the ways dublicants interact. Like a therapy sofa. One or two dublicants who have social issues should be able to be assigned to the sofa, then a third joins them in the role of a therapist to help them overcome their issues. Therapy should also be able to reduce the debuff from mourning and with enough sessions, friendships and romances can be saved.

Seeing Dupes interact with each other would be great, but it's definitely a "cherry-on-top" goal. At least, that's my estimation; in terms of spicing up visual assets, we're still dealing with infinite Mona Duplisas, and in terms of Duplicants interacting with the world, we still have feckless diseases that don't seem to have any effect.

Still - more animated and visible Duplicant actions, including conversing, new de-stress activities, and even cooperative activies (ping-pong, kissing, whatever) would be great. If and when they're ever added, I don't think anyone will object.

A degree of randomness is definitely needed.  Seeing duplicants' personalities is the best part of the game, but it's overshadowed by how robotic they seem.  There's no variation in their personalities, and their decision-making is far too clearly the work of a computer program.  It'd be great to see them have preferences and habits and other personality traits.  Great suggestions.

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