MatthewCline Posted April 11, 2018 Share Posted April 11, 2018 From my point of view the current system for generating dupes has two obvious problems. One is that there are some duplicants that players will immediately reject or accept. For instance, many players will automatically reject any dupe who has the trait Mouth Breather (+100% oxygen consumption) or Bottomless Stomach (+50% food consumption). On the other hand, if a starting dupe has +5 learning and is interested in research that's pretty much an automatic "yes" for me. Secondly, there are some traits that are just don't really have much impact. Like if a dupe's negative trait is being unable to cook, that's about the same as having no negative trait at all. So my idea is during dupe generation a score is assigned to each attribute and trait, with an attribute being worth more if the dupe is interested in the relevant job. If the total score is too low (like due to being a mouth breather) then the dupe could be given more positive traits, increased attributes, or additional interests. If the total score is too high (like +5 learning interested in research example) then the game could tack on negatives. And if a more middle of the road dupe (score wise) has a very minor trait like "no cooking" then a couple more equally minor traits could be added so that it adds up to something impactful. Also, with a score/point system traits like Mouth Breather and Bottomless stomach could be scaled rather than only having one value. For example. if a dupe has the Mouth Breather trait, then calculate the dupe's score ignoring Mouth Breather. If the score is average then make the dupe consume just an extra +10% oxygen, and increase the percentage as the score goes up. Link to comment https://forums.kleientertainment.com/forums/topic/89714-add-a-hiddenautomatic-point-system-to-dupe-generation/ Share on other sites More sharing options...
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