Personalities, relationships, statuses, history

The place to request or suggest new ideas and features.
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Bunny
Posts: 2
Joined: Wed Feb 21, 2018 5:22 pm

Wed Feb 21, 2018 6:00 pm

Hello.

I sort of love the game, and have decided to add my little two cent towards it. I am not the greatest and professional level presenting, and sometimes ramble a bit, so forgive any that I may do. I saw the post about dynasties and aging, and I thought this was something that could be added to enhance that idea even further. So without further ado...

Personalities Relationships Statuses History:

Personalities:
So each character would be tagged with one (or more) of several personalities types the would generally determine how they will react to the actions of other characters based on both their status compared to their own, and their relationship. Based on their personality some characters can gain a boost with performing certain jobs. Someone who is caring might get a bonus when performing as a medic. Someone who is brave might get a bonus when fighting. Someone who has a lazy personality might get a penalty when laboring, and so on.

Relationships:
As characters work along side one another they develop relationships with each other. From friendship, to love interest, to outright hatred. There can be bonuses and penalties to each of these...such as those with hatred have a penalty when working alongside each other, or love interest have a penalty when laboring with each other, but a bonus when the other is knocked out during combat.

If training with other characters is added you could even add a master/student relationship where the students stats raise when working with their master.

Statuses:
Some characters may consider themselves better then others based on clashing personalities or their history. This can lead to unique relationships, or unique dialogue between characters. Say the player main character wishes to be considered a king by the rest of the squad members. They may get angered at squad members who refuse to do so. Or, giving aging, an elderly squad member with lots of experience may consider themselves better then a younger squad member without much experience and so orders them around.

History:
To add on to the Dynasties suggestion in a previous thread. Say a characters parent(s) were eaten by fogmen. That character may grow to resent them, gaining bonus when attacking fogmen. But, of they have a cowardly personalities they may gain a penalty when facing fogmen.

Much like the plastic surgeon is in who can change a characters name/face, a psychiatrist character could be added to help eliminate some of the bad that a character can have from this idea, for a price. Maybe even help add some of the better ones, again for a price.


I know it isn't the best presentation here. As I said I am not really great at that sort of thing. I just hope I put enough to give you the general jist of the the idea.

Aurex
Posts: 3
Joined: Fri Feb 02, 2018 4:41 pm

Thu Feb 22, 2018 1:45 am

You didn't ramble one bit! :D I know, I'm a master when it comes to rambling.
I really like your idea, it has a dwarf fortress-y vibe to it - and since the game is so good already at telling stories indirectly, and great stories at that... something like personalities and relationships having a tangible effect on combat, skills and so on could REALLY be the proverbial icing on the cake.
A silly example from my current game... I tend to RP a lot, imagining a lot of things going on between the characters. Like Crumblejon (poor old guy, always bent and sickly looking) bragging about his glorious (or infamous) past and trying to take the lead when he isn't the strongest or the brightest in my group by far... or the Izumi girl, always pestering others like an annoying character from an anime but being a great asset in the end with her technical know-how. Imagine if these "traits" could have a real effect in game - like Crumblejon deciding he's had enough of someone else's leadership - he might get to some kind of "crisis" situation in which you either allow him to become some kind of leader-like npc, beat him into submission, or refuse to listen to his rambling and have him banished. Or a freed slave in your party who decides that he's had enough of you dealing so much with the UC police and the Traders' Guild, so one night he steals some things from your settlement and leaves forever.
Again, just random thoughts here. I love the Dynasty idea a lot, too... but I don't think most of these ideas will ever be implemented, sadly. Maybe they might be modded in, but I'm not sure about that either :/

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philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Fri Mar 02, 2018 6:23 pm

The more i play this game, the more i have to agree that there needs to be more interpersonal squad dynamics.

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