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Reworking Motives (I’ve got the Joy edition) - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: Ideas & Suggestions (https://forum.ss13.co/forumdisplay.php?fid=8) +--- Thread: Reworking Motives (I’ve got the Joy edition) (/showthread.php?tid=12106) Pages:
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Reworking Motives (I’ve got the Joy edition) - Sundance - 06-07-2019 EDIT: This post was made in 2019 when things were a little different. I’ve amended it to suit 2020 and trimmed some fat: Big Idea 1: Hunger and Thirst are balanced a little so that you actually eat/drink during a round* Hunger has 5 stages. It takes 30 minutes to go from 100 to 25 (Malnutrition). NB: These effects are accumulative! Stage 1* (100-75): Sated. Gives you the “Sated” bioeffect if food is eaten during this stage Stage 2 (75-50): Peckish. Other than a grumbly message at 75 and a grumbly message at 50, it has no other cons. Stage 3* (50-25): Hungry. Your stomach gains sentience! Stage 4 (25-0): Malnutrition. Gains “Malnutrition” ailment. See below. Stage 5 (0) Extreme Malnutrition. Thirst has 5 stages. It takes 25 minutes to go from 100 to 25 (Dehydrated). NB: These effects are accumulative! Stage 1* (100-75): Hydrated. Gives you the “Hydrated” bioeffect if liquid is drank during this stage. Stage 2 (75-50) Thirsty. Same as Peckish, a message at 75 and at 50. Stage 3* (50-25) Parched. Your eyes and mouth start to dry. Stage 4 (25-0) Dehydration. Gains “Dehydrated effect”. See below. Stage 5 (0) Extreme Dehydration. * Notes: Big Idea 2: Hunger and Thirst now have ailments* once they reach a threshold. Ailment for Hunger and Thirst = Malnutrition / Dehydration Effects: 1. You gain the currently implemented “apathy” effect, whereby you “don’t feel like doing that”. This should be toned down somewhat and food/drink related items should not be apathetic. 2. Food/Drink effectiveness decreases by 50%, meaning you’ll have to eat/drink more to stave off your needs. 3. Max Stamina/Health is reduced by 25% / 15% 4. At zero Hunger or Thirst, Malnutrition or Dehydration becomes extreme, reducing Max Stamina / Health by a further 25%/15%! Don’t get in a fight! Cure: Nutrients/Saline OR Lots of eating/drinking. Nutrients is a pill which is available in medical/medical vending machines, and other alternatives*. It is only effective if you have Malnutrition. It will rapidly increase your hunger bar back to 40 so long as it is in your system. Saline Solution is a common medicine, it now works to cure Dehydration in the same manner as Malnutrition. There are now other alternatives.* OR Lots of eating/drinking. The ailment will cure itself if you bring your bar back up to 40. This may prove a little more difficult than normal due to the 50% food/drink effectiveness! * Notes: Big Idea 3: Stress !!NOTE: This a WIP and requires further discussion!! Stress is an amalgamation of hygiene, sleep and various factors. It is unlike the other motives in that it is not based off time and starts off at 0, going up to 100. It’s not meant to be something that’s sudden, it’s meant to ramp up slowly but surely over time. Things that cause stress: (note: This list is not concrete and is mostly fun spitballing) Things that alleviate stress Notes: Big idea #4: Stress as ailment. Stress is a little more spaced out and more in the background than both Food/Drink Stage 1 (0-30): Comfortable. No effects. Stage 2 (30-80): Troubled. Similar to peckish, you receive a message in 30 and a message when you're about to reach 80 Stage 3 (80-100): Disturbed. Gains "Disturbed" ailment. Stage 4 (100): Deeply Disturbed. Ailment: Disturbed. 1. You’ll whisper/mutter to yourself occasionally. 2. Observing, it will show up that they look visibly upset and confused. 3. As a debuff, occasionally your intents will switch at random. This could be coupled with the text “You feel harmless!” or “You feel aggressive!”, etc. 4. At 100 stress, you become vacant and unable to use computers (like brain damaged). This is coupled with uncontrollable shaking. Cure: Antipsychotic OR Stress relief. Halo is a good cure for this. The cure functions exactly like Nutrients/Saline, in that it is ineffective for treating Stress unless you have the Disturbed ailment. When Halo is in your system, it will rapidly decrease your stress to 60. OR Stress relief. Due to the fact that the Disturbed Ailment does not actually reduce effectiveness, a nip in the Sleeper or taking a few drugs/chefs meals will fix what ails you, but it must be reduced to 60 to cure the Ailment. Final thoughts - what do you think? Too complex? Too debilitating? Juuuust right? RE: Reworking Motives (I’ve got the Joy edition) - Wisecrack34 - 06-07-2019 Why are all the good things getting put in while I can't play, last update I was there for was a bug fix >:C RE: Reworking Motives (I’ve got the Joy edition) - drWoof - 06-08-2019 even though I don't play on the RP server too much, this seems like it would be a huge improvement to the motive system, and the stress mechanic ( especially seeing the clown die ) seems very fun RE: Reworking Motives (I’ve got the Joy edition) - Technature - 06-08-2019 I like these. I feel that food shortage problems should take longer than water shortage problems. You can go three weeks without food. You can barely go half that without water. Artifacts. Activating certain artifacts can increase or reduce stress! Instrument artifacts can be soothing and make people feel relaxed (normal instruments can be under certain circumstances too maybe?). Noise Maker Artifacts can live up to their annoying as fuck noises and slowly increase stress to everyone in the area. Out of curiosity, how high of a chance would Maximum stress be lethal? If it gets nasty I can see someone just beating someone senseless til it kicks in. RE: Reworking Motives (I’ve got the Joy edition) - Sundance - 06-08-2019 (06-08-2019, 10:03 AM)Technature Wrote: I feel that food shortage problems should take longer than water shortage problems. You can go three weeks without food. You can barely go half that without water. That was my intention actually - I ganked the figures, fixed there! Now you probably noticed that it's the same time to reach 25, but the threshold of damage for thirst is much lower (starting at 40 instead of 25), meaning you'll be in danger quicker than hunger. Hunger is also not lethal, infact by my figures you could go for an hour without eating, but your max stamina will be depleted to to lowest it can go without going into unconsciousness - someone pushing could knock you out! Quote: Artifacts The beauty about the stress mechanic is that it's so up to interpretation of what could cause stress. Poor hygiene is a must for increasing stress, as is death and sleep should definitely act as a last ditch effort if there's no docs, but aside from that.. loud noises? Sounds right down the stress mechanic alley. Quote: how high of a chance would Maximum stress be lethal?Any damage (not stress, actual damage) if stress is 100, and it's a roll of the dice. If you are 100 stress and wall yourself up, you will not die. But as soon as you leave your cave, you're exposing yourself. That's really the theme of this whole ramble.. that at the lowest threshold you become vulnerable rather than outright dead. It gives players agency to fix the mess they're in. RE: Reworking Motives (I’ve got the Joy edition) - Wisecrack34 - 06-08-2019 Alcohol temporarily making you immune to the effects of stress would be cool RE: Reworking Motives (I’ve got the Joy edition) - Frank_Stein - 06-08-2019 I missed Sundance posts. They're so well thought out and formated. I think other jobs having unique stress advantages and disadvantages could be fun. Janitor should be strong against messes, Engineers against any kind of environmental stresses like cold or heat Clown could be completely immune to stress altogether. Is there currently a negative for overindulgence in food and drink? That could be a level above 100, which simply adds fatness and involuntary urination respectively (06-08-2019, 12:55 PM)Wisecrack34 Wrote: Alcohol temporarily making you immune to the effects of stress would be coolYeah, alcohol could really use some kind of unique bonuses outside the regular food dynamic, especially when it comes to cocktails, though that's an entirely different conversation RE: Reworking Motives (I’ve got the Joy edition) - Technature - 06-08-2019 (06-08-2019, 12:49 PM)Sundance Wrote:(06-08-2019, 10:03 AM)Technature Wrote: I feel that food shortage problems should take longer than water shortage problems. You can go three weeks without food. You can barely go half that without water. That's fair on food and water stuff. What I meant by the chance was "If you punch someone at 100 stress once, what's the likelihood it can turn lethal? 2%? 10%?". Stuff like that. RE: Reworking Motives (I’ve got the Joy edition) - Frank_Stein - 06-08-2019 What if acquiring a lot of stress very suddenly activated a fight or flight response, giving a temporary stamina boost? RE: Reworking Motives (I’ve got the Joy edition) - ZeWaka - 06-09-2019 I really like this! Motives haven't been in the best spot for a while now, and this seems like a good compromise. also big note: we(kyle)'re in the process of merging the organ patch, which would make things like stomach organs actually things! Re: actual implementation, I'm going to go over some stuff that would be prohibitive in actually bringing this to SS13. I really like everything else, but I'm just going to go over the potential problems I see. Not trying to shit on everything, but I just want to bring up problems from a coding standpoint. RE: Reworking Motives (I’ve got the Joy edition) - Sundance - 11-05-2020 I'm bumping this thread as it contains some key points that I'd rather not repeat in the other thread Motives discussion thread as it's all self contained here. Zewaka, you've raised some points from a coder standpoint that required review which I will cover. 1. Stress causes feedback: Hygiene is a dumb motive that shouldn't have rank importance as Hunger and Thirst. Bladder was removed at some point back as it was spammy but it was good that the toilets actually had some activity. Combine them. ----------
2. Stress alleviation feedback:
---- Anyway, that's it for Stress, I'll cover Food & Drink later. What do people think regarding making Motives into a proper health system, and particular what do you think of Stress? Keep in mind the OP and changes in this post. RE: Reworking Motives (I’ve got the Joy edition) - Kak0phony - 11-05-2020 I'd be welcome to it, this is a really well thought-out system RE: Reworking Motives (I’ve got the Joy edition) - Mordent - 11-05-2020 Many people already don't take care of their motives until they're dropping a lot of their clicks, I massively disagree with motives that once past a certain threshold require more extreme (medical) fixes. I'm fine with certain treatments being able to "jumpstart" someone out of an ailment, but if they're the only way to get rid of the ailment then things are going to get somewhat ugly real quick when none of the treatments prescribed are easily available outside of medbay. Being unable to eat food/drink water to fix hunger/dehydration is very counter intuitive. While it might be "real" in some cases, never let reality get in the way of gameplay. If I have a status effect called "Starving", I'm going to be wondering why I can't fix it with food. Stress as described is objectively lethal (all damage having a chance to cause cardiac arrest, which is basically lethal if not near medical staff) if not catered for and could rack up very quickly. An explosion that takes off one of your limbs and puts you into crit could tack on 20 stress with no real warning, and then slipping in your own blood adds more on top of that (for slipping, and also for now dirtying your clothes). Once you're in crit you're taking oxy damage with would now have a chance of applying cardiac arrest. This seems un-fun and with a consequence of "death". Back when reaching zero on your motives was lethal, so many people on the RP server died to them due to not really caring. I do not think that any of these should have "death" as a consequence. Big negative debuffs? Sure. Just take death off the table. RE: Reworking Motives (I’ve got the Joy edition) - Leeanei - 11-05-2020 Bladder was a godawful motive because it worked against RP. Nobody RPs in the toilets(I hope) and peeing yourself at a bad time ruined many an antag's final monologue/speech/etcetera that killed drama in what should have been a dramatic moment. Just felt bad for everyone involved. RE: Reworking Motives (I’ve got the Joy edition) - Sundance - 11-05-2020 (11-05-2020, 01:59 PM)Mordent Wrote: I massively disagree with motives that once past a certain threshold require more extreme (medical) fixes. I'm fine with certain treatments being able to "jumpstart" someone out of an ailment, but if they're the only way to get rid of the ailment then things are going to get somewhat ugly real quick when none of the treatments prescribed are easily available outside of medbay. The intent was to effectively add a "crit" status to motives, in that they required a separate medicine other than what was based off the source to cure the ailment. Nutrients, Saline and Halo are the epis of the motives world so to speak, it wasn't much to do with reality but rather uniformity with current design. In my defense, there is also cures outside of medbay, with DD Vitamins and Isotonic Drink and botany alternatives. That said, I agree that it appears counter intuitive, and could do with a tweak (starting with calling starving -> malnourished). I'mma think on that. Mordent Wrote:Stress as described is objectively lethal - An explosion that takes off one of your limbs and puts you into crit could tack on 20 stress with no real warning, and then slipping in your own blood adds more on top of that (for slipping, and also for now dirtying your clothes). Once you're in crit you're taking oxy damage with would now have a chance of applying cardiac arrest. Actually, the problem with Stress as a concept right now is that there isn't enough stress things to make people actually reach the 80 mark, or I'm being to lenient on the grading. While stress isn't fixed as easy as eating a burger, there's lots of outlets for decreasing stress. We'll take your example. Let's say you're at currently 40 stress. How you got to that, idk, you've been in some real shady shit. Explosion. Results: 1 lost limb, 1 cardiac arrest, 1 slippage, 3-4 dirty clothes items. Added, that's +5 +10 +2 +16 + 40 = 73 stress. So even with a stressful start, you still come out teetering on the edge, but ok. But again, I agree with your final sentiment that adding death as the final consequence may be a bit too heavy handed and could be dialed back a notch. I did not like the random death that occured in the past and I can see why adding a much slower ramping death isn't much better. |