Archived

This topic is now archived and is closed to further replies.

Please be aware that the content of this thread may be outdated and no longer applicable.

Should These Be Added?  

17 members have voted

  1. 1. Should These Be Added?



Recommended Posts

Dear Klei and other readers

So, at the moment the punishments for losing duplicant's is pretty much zilch, so i have some ideas for punishments.

more stress - bring every duplicant's stress up by 8% more or less

less productive - other duplicants are less productive because they are sad.

Time Of Mourning - all duplicants go to where the duplicant died and mourn them for.... you choose how long.

sleeping trouble - duplicants have trouble sleeping, have nightmares increasing stress? maybe even add in shadow monsters for stress like in Dont Starve?

toilet trouble - duplicants take longer on toilet, higher chance of clogging

these are my ideas for death punishments.

thanks for reading.

CoolCreation201 Youtube

 

Share this post


Link to post
Share on other sites
deadgag    82

Well, they already mourn when a dupe dies, but I agree with you, there should be more harsh consequences about a dupe's death. Sadly, I don't have any suggestion on the matter...

Anyway, I don't like the simple solution people use of euthanizing dupes which could potencially harm the colony without bigger drawbacks. And once the game cannot tell if a dupe died "spontenously" or was intentionally killed by the player, death punishment in general seems the way to go. It's just a matter of balance imo.

Share this post


Link to post
Share on other sites
mr_anderson    57
On 2017.03.18. at 9:34 AM, CoolCreation201YT said:

more stress - bring every duplicant's stress up by 8% more or less

I completely agree because when you spawn in a new dupe, other dupes get the "new friend" perk so they should add "lost a friend" debuff to balance things out.

Share this post


Link to post
Share on other sites
PickPay    37

Stress seemed to be more of an issue prior to Thermal Update, and frankly sometimes accidents happen or you're in serious trouble (like starvation) so if you get punished too severely it might start a spiral of death and your whole colony can collapse...

Share this post


Link to post
Share on other sites
GiddyGuy    7,032

I think these are great suggestions for downsides of a dup dying, however I think some are either unnecessary or need a little tweak.

On 3/18/2017 at 0:34 AM, CoolCreation201YT said:

Time Of Mourning - all duplicants go to where the duplicant died and mourn them for.... you choose how long.

I think this would be great for a bad trait say "guilty conscience?" and said dup with the trait would take some time out of their day to visit one gravestone, maybe it could be random days or once per 3 days.

On 3/18/2017 at 0:34 AM, CoolCreation201YT said:

toilet trouble - duplicants take longer on toilet, higher chance of clogging

I don't really see how someone dying would make you take longer to urinate, maybe if dups had a mirror in the outhouse/stall but yeah I don't really understand this one.

On 3/18/2017 at 0:34 AM, CoolCreation201YT said:

sleeping trouble - duplicants have trouble sleeping, have nightmares increasing stress? maybe even add in shadow monsters for stress like in Dont Starve?

I would love if they had nightmares and some shadows monster were floating around, would be a neat little reference to one of my favorite games.

Share this post


Link to post
Share on other sites
On 3/20/2017 at 7:45 AM, mr_anderson said:

I completely agree because when you spawn in a new dupe, other dupes get the "new friend" perk so they should add "lost a friend" debuff to balance things out.

exactly thankyou for understanding.

Share this post


Link to post
Share on other sites

These will be unnecessary if they make it where you must scavenge material to print the dupe in the first place which i think is a better balance. Cool thoughts though

Share this post


Link to post
Share on other sites

Currently, duplicates can mourn. The body can also cause -65 decor in 4 tiles, until buried at a tasteful memorial. That's about as bad as it gets. I mean granted these are just copies are a template DNA, but they still have emotions. The longer a duplicate has been in a colony, the more catastrophic the magnitude of how duplicates react to their death. Just like how we sometimes get attached to duplicates that have served us well for quite some time in a colony.

Share this post


Link to post
Share on other sites

Generate random phantoms at night until the body is properly buried. If a dupe is touched or sees (less than 10 meters on unobstructed sight), gains the status "Terror" and does not move for an entire cycle (that includes pissing himself, not eating, etc..)

Share this post


Link to post
Share on other sites

 

10 hours ago, Kaleb Jander Greek said:

Generate random phantoms at night until the body is properly buried. If a dupe is touched or sees (less than 10 meters on unobstructed sight), gains the status "Terror" and does not move for an entire cycle (that includes pissing himself, not eating, etc..)

I think complete immobility is a bit overkill. I'd say needs the toilet around 3 times a day, or eats much more slowly. Also doesn't go anywhere that doesn't have another duplicant within a 5 tile distance.

Share this post


Link to post
Share on other sites
The Letter W    5,364

Honestly yeah they should have grieving or something, even if it's just walking slower. I think I end up being more sad than my colony does. 

Share this post


Link to post
Share on other sites