-
-
Notifications
You must be signed in to change notification settings - Fork 380
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
crew happiness and memories #5578
base: master
Are you sure you want to change the base?
Conversation
Looks cool, question is just to get the balance right, as crew happiness shouldn't be something that becomes too much of a main focus, but might bite you in the behind if doing too many actions that are bad according to crew. Just some loose thoughts:
Cool, makes sense. Especially if it's a person who is not "adventurous", doesn't like excitement
Because every once and a while you want to visit "metropolis" and fix that
Question is how this will effect, I suspect very few players visit the
So a bad action can be alleviated by quickly visiting some new planets, rather I assume hiring a "Jane" (from Firefly, lawless smuggler), is desirable, as Perhaps the "memory" should be renamed "mood"? Nice graphs, by the way |
Some inspiration, from page 44 of GURPS Space 3ed CHARACTER TYPESThe literature of science fiction is so diverse that dozens Starship CrewCrew positions include Captain, First Officer, Pilot (or Skills of special value to starship crew include Armoury MerchantAn interstellar trader who cruises the spaceways, buying NavyCrew on a regular military vessel. Marines are ground PatrolmanA member of the Patrol (see p. 21) or equivalent inter- Pirate/SmugglerThe most celebrated interstellar criminals. Smugglers ScoutScouts (see p. 22) find and explore new worlds. They |
The intent for this PR is to provide a framework for giving crew members more "life". It is intentionally WIP and provided here to help focus discussion on specific implementation details and whether or not we should pursue this.
My goal is to specify the smallest functional unit that provides at least some benefit to gameplay and can be built upon.
Current roadmap (up for discussion)
Simple Summary
Player actions will directly impact the relationship individual crew members have with the player (aka. captain of the ship). If this "happiness" gets too low, crew members desert the player.
Technical Details
Certain player actions trigger a thought in a crew member. Each thought has an immediate impact on the playerRelationship variable.
Currently implemented thoughts:
The impact on the playerRelationship depends on the specific character of the crew member. For example, criminal activities will upset a crew member that is a law abiding citizen but may make a crew member with "loose moral standards" happy.
Once a thought is applied, it receives a time stamp and is placed into the crew member's memory stack. Currently, the memory stack only holds four memories (up for debate). The memories decay over time (currently after a month) and are also safeguarded against spamming of the same memory (no more than twice the same thought in the memory at a time).
If the playerRelationship variable drops below threshold, crew members have a chance to desert the player at the next starport:
They will not hire back on and, in fact, should make other candidates hesitant about joining. Still to be implemented: average crew happiness impact on willingness (price?) of new candidates joining.
I believe this will make the player responsible for the overall mood aboard his/her ship and also force them to select crew wisely.
To help players choose crew, the player can now gather some information about their interests in an "interview":
They may not care about the law and/or be the adventurous type that wants to explore the unknown:
Or they may be a law abiding citizen and/or prefer visiting cultural centers:
Or maybe they don't care either way:
Once crew is hired, the new crew screen would show details about their stats, their "happiness", and also their memory stack.
Choosing the right cutoffs for high/low system population impact on happiness
I used the following data to come up with the current cutoffs:
I also found this interesting: