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On 2/1/2018 at 8:22 AM, Ricordis said:

Workshifts for Dupes with some Dupes prefering working at night and so on.

And Dupes would follow stress relieving activities in their free time. They might visit a bar where another Dupe is bartendering on his shift and so on.

Great idea!  A bar/pub/lounge would be a really neat addition.  A dupe set to serve drinks to his fellow colonists who stop by for a drink and some socialization at the end of the work day is just what my colony is missing.

2 hours ago, goboking said:

Great idea!  A bar/pub/lounge would be a really neat addition.  A dupe set to serve drinks to his fellow colonists who stop by for a drink and some socialization at the end of the work day is just what my colony is missing.

Spoiler

Mmm...sleet wheat mead. 354266453014478850.png?v=1

But then we'd have to add a mechanic like intoxication level, and possibly dupe traits like lightweight, alcoholic, and heavyweight.

The lightweight trait would cause a dupe to become intoxicated extremely fast, whereas the heavyweight dupe would cause a dupe to need multiple, multiple drinks in order to get intoxicated.

And the alcoholic trait would occur if a dupe drinks too much too frequently, they become dependent on it, and will drink even if they're not stressed. It can be cured, but requires use of the rehab building in the med-bay.

There'd be a sort of trade-off, drinking would lower a dupe's stress level, but also raise their intoxication level. If a dupe gets too intoxicated, well, they'll be drunk. So they'd be puking everywhere, not-so-subtly flirting with other dupes, and sometimes beating other dupes (and things) up. And the next day, they'd have the hangover trait: where their stats take a debuff and the dupe is very disagreeable, so they take longer to do everything as well. Can be cured with staying in the med-bay, and taking a hangover remedy pill. The pill wouldn't completely cure the trait, but it would lessen the effects. (Like say, halves the debuffs)

1 hour ago, watermelen671 said:
  Reveal hidden contents

Mmm...sleet wheat mead. 354266453014478850.png?v=1

But then we'd have to add a mechanic like intoxication level, and possibly dupe traits like lightweight, alcoholic, and heavyweight.

The lightweight trait would cause a dupe to become intoxicated extremely fast, whereas the heavyweight dupe would cause a dupe to need multiple, multiple drinks in order to get intoxicated.

And the alcoholic trait would occur if a dupe drinks too much too frequently, they become dependent on it, and will drink even if they're not stressed. It can be cured, but requires use of the rehab building in the med-bay.

There'd be a sort of trade-off, drinking would lower a dupe's stress level, but also raise their intoxication level. If a dupe gets too intoxicated, well, they'll be drunk. So they'd be puking everywhere, not-so-subtly flirting with other dupes, and sometimes beating other dupes (and things) up. And the next day, they'd have the hangover trait: where their stats take a debuff and the dupe is very disagreeable, so they take longer to do everything as well. Can be cured with staying in the med-bay, and taking a hangover remedy pill. The pill wouldn't completely cure the trait, but it would lessen the effects. (Like say, halves the debuffs)

It doesn't have to be as complex as that.  I wouldn't mind if they just made Bristle Berry Juice a thing.  It's the room, the decor, the potential buildings (juke boxes, karaoke machine, etc) that create an relaxing atmosphere for my dupes that I'm interested in.

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