Marriage+Reproduction

The place to request or suggest new ideas and features.
Finson
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Mon Nov 26, 2012 12:35 am

Ethredel wrote:
Go ahead, pretend that war, murder and suffering doesn't happen. Look at the history of humankind for a moment and tell me that it's not a history full of people killing other people for various reasons.
Besides, isn't this game supposed to take place in a semi-anarchistic post-apocalyptic world? Philanthropists and human rights would be the first casualties.
And thus spoke Zarathustra. Thank you for showing us the truth. :roll:


Anyway, I otherwise agree with Ethredel. You know, Kenshi is really the repository for every flight of fancy that I have for what an open-ended game could be. I know it won't turn out the way I'm dreaming it will, but my vote is always going to be in favor of realism and broadness. I want to see a game that simply creates an arena for situations to occur in the largest context possible. I want to observe entropy, people! Having said that, I'd like to see an emphasis on both the individual character and the group, and as far as this topic is concerned, I want to see kids and marriage and aging and all that could be implied with that (I don't mean sex), since to put it in would increase the realism, and to leave it out would be to intentionally and artificially reduce realism, and then you have to come up with mechanics that skirt that children-and-marriage-and-aging-shaped hole that you've left, like having to randomly generate characters or increase immigration since no one is being born, or having to do away with the option of passing a kingdom to an heir. So, that's my vote. Though I'll yield when something simply becomes infeasible.

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Blxz
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Mon Nov 26, 2012 2:45 pm

iSuck345 wrote:
Blxz wrote:
Ethredel wrote: and people kill each other, it's what they do.
Not in my country. its pretty much frowned upon here....
Has the black hole of morality just said that?
Good point. Would hate to ruin my rep.
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toxiciron
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Mon Nov 26, 2012 3:25 pm

Marriage and reproduction? Yes please! I would love to spread my genetic material in a virtual setting, seeing as how I have difficulties doing so in real life... :D (P.S. Not physically, just... socially :lol: )
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iSuck345
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Mon Nov 26, 2012 4:48 pm

Finson wrote:
Ethredel wrote:
Go ahead, pretend that war, murder and suffering doesn't happen. Look at the history of humankind for a moment and tell me that it's not a history full of people killing other people for various reasons.
Besides, isn't this game supposed to take place in a semi-anarchistic post-apocalyptic world? Philanthropists and human rights would be the first casualties.
And thus spoke Zarathustra. Thank you for showing us the truth. :roll:


Anyway, I otherwise agree with Ethredel. You know, Kenshi is really the repository for every flight of fancy that I have for what an open-ended game could be. I know it won't turn out the way I'm dreaming it will, but my vote is always going to be in favor of realism and broadness. I want to see a game that simply creates an arena for situations to occur in the largest context possible. I want to observe entropy, people! Having said that, I'd like to see an emphasis on both the individual character and the group, and as far as this topic is concerned, I want to see kids and marriage and aging and all that could be implied with that (I don't mean sex), since to put it in would increase the realism, and to leave it out would be to intentionally and artificially reduce realism, and then you have to come up with mechanics that skirt that children-and-marriage-and-aging-shaped hole that you've left, like having to randomly generate characters or increase immigration since no one is being born, or having to do away with the option of passing a kingdom to an heir. So, that's my vote. Though I'll yield when something simply becomes infeasible.
I agree in everything except the aging part. I hate it when I only can play for a limited time with my character for like 70 years and loose my most-valued character.
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toaster Assassin
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Wed Nov 28, 2012 3:54 pm

isuck345 said: I agree in everything except the aging part. I hate it when I only can play for a limited time with my character for like 70 years and loose my most-valued character.
The game cultures made it where after a certain age the unit would not age.
Ex:

Man + woman = baby = child = grown-up (age process stops afterward).

This method would rely on war/famine/events to thin the herds, age would not be a factor. However, if aging was a factor, the player would have to constantly rehire units due to the factions aging. (you buy a lot of people at once, then you are quite screwed). Also the aging time scale would have to be balanced between kids growing up to repopulate towns and characters aging slow enough to enjoy. Could get dicey if a full aging process is implemented.
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iSuck345
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Wed Nov 28, 2012 7:02 pm

Sure, as long as you don't die of old age.
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Santaissick
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Wed Nov 28, 2012 10:08 pm

No dying to old age. But age visible on information panel and it would increase without limits. I would love to have 452 yours old guru as my best soldier. Also, Beard growing same time with age and without limits. I want to see army of Metusalems :lol:
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toaster Assassin
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Thu Nov 29, 2012 3:54 pm

Santaissick said: Beard growing same time with age and without limits. I want to see army of Metusalems :lol:

Alright! Growing beards in real-time! (Chris should utilise the beard-time!)


An example (the best I could find) of the Cultures style aging process can be found here. (start at 4:43)

from age 1-9 the unit is a kid. By age 10 - the kid is an adult (no more aging)

http://www.youtube.com/watch?v=Vi2JEs2ZtOs


Seems like a good mid-point between the aging supporters and non-aging supporters.
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Ethredel
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Fri Nov 30, 2012 4:25 pm

Finson wrote:And thus spoke Zarathustra. Thank you for showing us the truth. :roll:
You're welcome, although connecting what I said to Nietzsche seems like a stretch to me. I implied that war, and other generally 'immoral' actions, is a recurring theme in the history of humankind, which is a fact.

Marilous
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Thu Dec 20, 2012 5:23 am

I like the idea of having the "town" that the payer can build and your faction having towns people and children, life should go on even in the Apocalypse and it would be great to have a living and breathing world. Mostly that stems from my wish to have a group of bad mamojams protecting a town from the dangers of the post apocalyptic dangers in the world, im down for some reproduction to occur, though I don't care about my squad members getting married.

Also the idea of having factions would imply they have leaders (your town may have a mayor, or what have you) so having heirs and what not like the original idea suggested makes sense.

Saint Praetor
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Sun Mar 31, 2013 7:48 pm

I know this is a really late post to this discussion, but I actually agree with the aging and reproduction on certain levels. To start off with, I realize that the game is an RPG, Squad Based, Strategy, what other genre types you wish to add to this already long explanation, sort of game. I do however think that there really is no immersion, no connection to my characters. I could just be heartless and other people really do care, but from what I've seen, I just don't get any enjoyment out of the character development. I think that some sort of automated age scales, along with the need to marry off your characters, as well as yourself, could bring a higher level of need to protect a town and your characters.

Think of this scenario in two ways:

1.) You have 10 guys, 9 are at about 10 in their skills for combat expertise and 1 guy with 20. You have formed a humble little town and have held off Hungry Bandit attacks (though not without great wounds sustained) and are more or less prospering in your village. After you were last attacked, two men collapsed from their injuries and have just now gotten up, while the rest of your men are just hanging in there. But your screwed, Dust Bandits just spotted your town and are heading towards it. You quickly rack your mind to decide what should be done. A tactical retreat is necessary. You have no women, no children, and no real connection to the men that may fall behind and die before you run into a patrolling Holy Empire unit or into a town. You leave your village and nothing bad occurs other than one guy in knocked out and is killed while you depart. You come back later to the same old town with not much different other than the loss of one life.

Sounds kind of lame in my opinion. I would know this well enough because it has happened to me countless times. No need to protect the town. No houses to protect for my characters' family, no children to make sure aren't going to get eaten, enslaved, or killed. No women are taken and enslaved to do God knows what for the Bandits. Now this is what I would like to see.

2.) Same circumstances as before, up until you run. While thinking quickly of what should be done, you take a quick look around. Seeing the children and the women who, some married some not, are running for the safety of their homes. They are counting on you, as the "main character/leader," to guide your town against impossible odds with the men that you have left at your disposal. You know some of them aren't going to make it out of this alive. Even the possibility the defense is a complete bust and you lose the game entirely. However, you stand and fight. Your best warrior cuts through a lot of them but eventually falls from his wounds and dies. You think about his children (who with great skills, as his father taught them to have) and his wife, this is enough to keep it going. To cut it short, you lose half or so of your men, but your village stands and the children/women protected.

I want to see that kind of game involvement, when decisions mean something. And the coin could have flipped on the other side as well. You could have lost still, your village looted and razed, with your women and children taken and to never be seen again. Perhaps, I'm stretching here, the game could "fast forward" to a later time when at least one child is "of age" and you will play as him if you so choose. Then, just giving my wishful thinking here, you could successfully escape the Bandit camp with a few of your pals and start a new. This part could be left out or added, it really doesn't matter, just laying out the grand scheme of things.

I normally don't blatantly come out with features for up and coming games because I understand how difficult they can be to implement, but I feel this game has sooooo much potential to be that game which combines many different sects of video game culture/features effectively. I'm not asking for a full of Crusader Kings 2 family dynasty, but maybe something as simple as but a bit more complex than what the Fable franchise does (I don't want virtual sex, this is a game not a porn site). Something that gives meaning to your characters more so than already is implemented. Basically you would have children, well all your characters would if they had a wife/husband, and the chance of a successful birth would be set at maybe 75%. Then the chance each child would grow to adulthood may be set at 50%. This would all have to be balanced out of course to ensure the game doesn't become under or over populated but those are just some numbers for you guys to ponder.

Aging, as in dying of old age, I'm not sure yet about that, perhaps have it so that, as you age, your combat skills get less effective so it becomes easier for the game to kill you. Maybe even make their health, body part health as well, less and less as they age. This will eventually lead to their death through combat or just slowing degrading them over time. At least with a system like this, an algorithm could be made which simulates it fairly easily, and it also deviates that chance of the "holy crap, my guy just died for no reason. Must have been his old age" sort of scenario. With a system like this, as their children grow up and become adults, you could easily make the transition from the old member to work on machinery or something, while the new guys are your new soldiers/caravaneers/gaurds/etc.

Sample Algorithm for Aging: (I = X < 10), (C = 10 < X < 25), (A = 25 < X < 150), (E = X > 150)
(I = Infant Age Scale), (C = Child Age Scale), (A = Adult Age Scale), (E = Elder Age Scale)
(X = Age in days)

By having a different age group for "Baby" and "Child" it could also be said that the children could be controlled by the player to do certain training-like things. Perhaps if the player wishes to see a child become better at manual labor, he/she could have that child go watch the miners work and learn. Or if you are in dire need of extra sword hands, then one could gather up their children (they would be substantially worse at fighting and have far less health) to try and hold back the invaders in a last ditch effort.

Sample Algorithm for Elder Degradation: When X > 150, then H = (P - 1/2X) + (B - 1/4X)
(X = Days over 150, Age in days), (H = Health Overall), (P = Body Parts Health), (B = Blood Count)
(X = 150 - [X > 150] = Days past the "normal lifespan" of an "adult", Character become an "Elder" now, leading to deterioration of overall survivability over time)

Please note these are all just numbers to show you a better interpretation. They are not balanced at all, just here for the ride. Now, this is likely no where near as complex as it should be, but it shouldn't be a complicated math solution to come to. It will probably be harder to find that "sweet spot" to balance the game than it will be to actually make a math equation for it.

Also, perhaps allow the stats of each child's mother and father to pass onto them. Perhaps make it so that 1/4 of the skills from the father and maybe 1/8 the skills of the mother are added and passed onto the child. There would also have to be a cap for this addition though. If your father was a level 80 attack skill and your mother 20, then the child would have 22.5 or so attacks skill. This is obviously too much for a child that will eventually grow to be an adult to have. This process, could also have a simple algorithm that could be perfected as time and patches occur to hit that "sweet spot." Not only would this give you reason to help get your characters married, it would also give you another sense of "hey, this kid was related to my best general who held off an entire Imperial Lord assault on one of my western cities." I believe it would just add an extra essence to the game, an attachment level not prevalent in the current state.

Sample Algorithm for Passing Stats: T = [({S = 1/4M} < 10) + ({S = 1/8F} < 5)] < 15
(T = Traits Overall), (S = Skills), (F = Father's Skills), (M = Mother's Skills)

So as you can see, it would limit the amount of skill transfer that the mother and father would be able to give but only if it were going to go over 10 or 5. Therefore, all together the most any skill could be raised to would be 15. Then in the adult phase, the character would be able to grow from there. Maybe even enhance this a little and allow the child to have some traits to go over that average amount and some less than that amount. Like, say for example your top warrior is having a child, perhaps because he is the best warrior in the group, he could transfer above the average allotment of 10 for his side (say maybe 15) therefore making the max attack skill for his child at birth 20. It is all just theoretical right now, just proving this could be fairly simple if worked on by a modder and passed on to Chris or if Chris ever gained the time to do so.

As for dynasty, I'm not looking for a family tree or a "keep your family alive to keep playing" thing that CK2 does. But just something that you can be proud of. "Yeah, this is my family. It has gone back since his (your "main character") grandfather first started this village and we (the "main characters" dynasty) have formed it into a nation. Even perhaps have successful heir claimants. Maybe if you have 2 children, one overthrows the other or breaks off a portion of your empire. Who knows. This is just one of those games that, I feel, could really benefit from a such immersion. Nothing too extravagant, but something to be happy about. Something to give meaning to the names, faces, skill sets, past and future, and town/nation development. I believe that if these equations were perfected, and the birth/death rates, as well as the rate of survival for child bearing and child aging, were to be enhanced properly, the game would not have an over or under abundance of life forms to interact with. Just thought I would lay it all out here right now and hopefully it will be considered by a modder or by Chris.

Thank you for your time,
Saint Praetor of the RAIN Clan

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CalPal
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Mon Apr 01, 2013 4:53 am

Hey, I kinda like this idea.

Also, why does Saint Praetor sound familiar...?

Saint Praetor
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Mon Apr 01, 2013 5:19 am

CalPal wrote:Hey, I kinda like this idea.

Also, why does Saint Praetor sound familiar...?
Thank you for taking the time to at least scroll through and read through bits and pieces. I do understand it was an insurmountably long wall of text.

As for where you may have seen me, the RAIN Clan had a big presence in DayZ for while. We also run a testing channel on YouTube recently if that may be what you are thinking of as well. Could be any number of things or nothing at all :D. Hope some of that may jog your memory.

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Denninja
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Mon Apr 01, 2013 5:34 am

Oh yes, I'd love to go around killing children or putting them in cages, or both! :twisted:

To make this more humorous, someone should mention that there would be people complaining
"why can't I be a homosexual" and if they can, "why can't the homosexuals reproduce".
No offense intended! 8-)
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Saint Praetor
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Mon Apr 01, 2013 4:04 pm

"Denninja"Oh yes, I'd love to go around killing children or putting them in cages, or both!
That's the beauty of it all, it really allows for multiple approaches to pillaging or raising a town. This would lead to a fairly simple but interesting game mechanic to allow for more player driven choices. Become a slaver? Sure. Save your captured children and enact revenge? Go for it. So many options.

Gramlin
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Joined: Sun Apr 28, 2013 6:40 am

Sun Apr 28, 2013 6:59 am

A cool concept would be if one of the squadmembers dies, but has a child/adolescent, that character's relation with the faction that killed their parent would be abysmal, and they could get a combat bonus when they fight, like +6 attack, but -3 defence or somethinh. Berserking, if you will.

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pirdulitis
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Tue Apr 30, 2013 8:56 am

Saint Praetor wrote: Aging, as in dying of old age, I'm not sure yet about that, perhaps have it so that, as you age, your combat skills get less effective so it becomes easier for the game to kill you. Maybe even make their health, body part health as well, less and less as they age. This will eventually lead to their death through combat or just slowing degrading them over time. At least with a system like this, an algorithm could be made which simulates it fairly easily, and it also deviates that chance of the "holy crap, my guy just died for no reason. Must have been his old age" sort of scenario. With a system like this, as their children grow up and become adults, you could easily make the transition from the old member to work on machinery or something, while the new guys are your new soldiers/caravaneers/gaurds/etc.
I like this idea but I think aging should be a transition of sorts, it should mainly count for children and teens but after that when they reach adult hood and reach let's say 50 years of age, then I think you should be to have an option that says transition to elder or something meaning you that you have an option to do this so that people don't complain because their favourite characters are too old to be of any use.

of course another problem is the optimal amount of Kenshi days for each year of age, this could also be set up in option in terms of a slider or set choices for aging e.g. 7 days or 14 days or just a slider from one day to 30.

kain_lei
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Joined: Fri Apr 19, 2013 3:55 am

Wed May 01, 2013 12:09 am

I just don't really get why my characters can't be hatched from eggs and live forever...

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philthymcnasty
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Fri May 03, 2013 12:35 am

toaster Assassin wrote:
isuck345 said: I agree in everything except the aging part. I hate it when I only can play for a limited time with my character for like 70 years and loose my most-valued character.
The game cultures made it where after a certain age the unit would not age.
Ex:

Man + woman = baby = child = grown-up (age process stops afterward).

This method would rely on war/famine/events to thin the herds, age would not be a factor. However, if aging was a factor, the player would have to constantly rehire units due to the factions aging. (you buy a lot of people at once, then you are quite screwed). Also the aging time scale would have to be balanced between kids growing up to repopulate towns and characters aging slow enough to enjoy. Could get dicey if a full aging process is implemented.


Anti aging research? Spice melange? a game mechanic that forces the character to hunt some super resource for more life? Any of these things could undo any dicey aging mechanics. However, what happens if the original character dies off? I do not want die just to test this and find out.


As for repopulation and emigration, Were do those bandits come from? Is there a hidden city under the desert(thx1138)? that would be a fun place to raid. Are there villages were the well dried up? Are space ships crashing out there? Are they convicted felons and this is some sort of SMASHtv reality show? Where do these guys come from?

One thing i think would be cool is if you can build a base. And if you have extra beds, random npcs move in and do automated work on their own. It would be really cool just to build a huge base, go on a raid, and come back to find people living there and police keeping the bandits out. It also gives incentive to keep building buildings. As people move in, children are born, and you watch a village turn into desert Tokyo.

Gahaln
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Joined: Mon Apr 01, 2013 7:02 am

Thu May 09, 2013 3:16 am

I agree with saint preator and his viewpoints, im not saying they have to be in the game recently but it would be nice to know that after building up a properous town to have to protect something meaningful with my soldiers other then ourselves, further more i would also say that it would be nice if say we establish a new base and just focus on defending towns without much defense or is constantly attacked by bandits and whatever enemy comes to ruin it.

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