Anyone with good balance suggestions gets free good moodlets.
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P.S no posting about how Ron the moodletman has a "sexual predator face". Ron is a nice man and his face does not resemble a sexual predator
thank you I will be porting ravenkeep in april. Would you also like a machine that uses blood to power the station?D&B wrote:I think, a better way of gauging how your mod is would be replacing the face with a small hangman representation, wih worse moodies completing said hangman.
a lot of botox and some kisses from orangesCobby wrote:you look a lot better now Qust, did you get a facelift?
ausops wrote:apart from this there is literally nothing more to say other than that this is the first thread in five years to have achieved something.
I can see how it will feel random if you just sorta get sad and slow down and die in the middle of a fight because you didnt hug the clown recentlycedarbridge wrote:How is it "random" in any way when the game clearly tells you what is causing your negative status? That's on-face not random.
it may as well be random because it only tells me the reason after the slowdown is applied. The "beauty" of rooms also seems random when I read "this room is beautiful!" while standing in the middle of a regular cargo baycedarbridge wrote:How is it "random" in any way when the game clearly tells you what is causing your negative status? That's on-face not random.
Unironically do this. It would be a robust non-lethal temp gun.Limey wrote: code this
Hunger slowdown is removed, random room beauty is a mapping problem (it uses cleanables but i sometimes removes cleanables before the game initializes which causes bugs.)Grazyn wrote:it may as well be random because it only tells me the reason after the slowdown is applied. The "beauty" of rooms also seems random when I read "this room is beautiful!" while standing in the middle of a regular cargo baycedarbridge wrote:How is it "random" in any way when the game clearly tells you what is causing your negative status? That's on-face not random.
Also do the slowdowns stack? I don't want to believe that being hungry would make you slow due to hunger, AND slower because hunger made you sad. Similar to being slow due to damage and slower because being hurt made you sad. Most negative statuses already come with a slowdown, having more slowdown because of bad mood on top of them seems outrageously obnoxious
a fight or flight response moodlet might also be a good idea. In stressful situations where that response is triggered, you tend to forget about things like depression and focus more on getting the fuck away or fighting.Qustinnus wrote:I'm thinking of making it so that the slowdown is a gradual increase while you are sad, the rate of which it goes up is increased by how sad you are, and the sad state you are in also caps it at a certain value
This would mean that if you get some hardcore moodlets, the slowdown wont take effect until around a minute or 2 later, which should be enough for you to find cover from whatever was attacking you.
anyone have any concerns with that?
i thought about doing that but I am very worried about the amount of checks necesary plus the fact that people could try self-trigger it.Dr_bee wrote:a fight or flight response moodlet might also be a good idea. In stressful situations where that response is triggered, you tend to forget about things like depression and focus more on getting the fuck away or fighting.Qustinnus wrote:I'm thinking of making it so that the slowdown is a gradual increase while you are sad, the rate of which it goes up is increased by how sad you are, and the sad state you are in also caps it at a certain value
This would mean that if you get some hardcore moodlets, the slowdown wont take effect until around a minute or 2 later, which should be enough for you to find cover from whatever was attacking you.
anyone have any concerns with that?
what triggers it would be something to think about however, certain damage threshold? lethal firearms going off in an area? certain scary things like armblades popping out or explosions?
well for certain things self activation would make sense, as some things like firing a gun cause a rush of adrenaline for the user. Other things like a changeling armblade spawning or someone activating an e-sword would just need to apply the moodlet to people in a 7 tile radius of the user and not the user itself. so you just need to make the moodlet and a 7 tile generic application thing and then pop it on certain actions. shouldnt cause TOO much slowdown.Qustinnus wrote:i thought about doing that but I am very worried about the amount of checks necesary plus the fact that people could try self-trigger it.Dr_bee wrote:a fight or flight response moodlet might also be a good idea. In stressful situations where that response is triggered, you tend to forget about things like depression and focus more on getting the fuck away or fighting.Qustinnus wrote:I'm thinking of making it so that the slowdown is a gradual increase while you are sad, the rate of which it goes up is increased by how sad you are, and the sad state you are in also caps it at a certain value
This would mean that if you get some hardcore moodlets, the slowdown wont take effect until around a minute or 2 later, which should be enough for you to find cover from whatever was attacking you.
anyone have any concerns with that?
what triggers it would be something to think about however, certain damage threshold? lethal firearms going off in an area? certain scary things like armblades popping out or explosions?
Because you're surrendering your humanity to gain strength and rage.Nabski wrote:Walking over water as a hulk gives you the "I slipped" moodlet.
Also why am I sad to be a hulk?
have you not seen the last thor movieNabski wrote:Walking over water as a hulk gives you the "I slipped" moodlet.
Also why am I sad to be a hulk?
To be fair, pretending that your character is an unstoppable and always battle-hardened rambo is terrible characterization. I appreciate systems like this that impose at least a certain level of outside pressure onto the character. We could cross-integrate this with the trait system to allow players to give themselves slight resistance to it if they insist on their character being Billy Baddass but otherwise you'll have to accept that some things about your character result from things acting on them, which should be perfectly fine.Oldman Robustin wrote:Not a fan of the game telling me how I should feel. With hunger it makes sense as a physical need but we already have the hunger system for that, everything else is just the game treating me like I'm not even in control of my own character's thoughts/emotions.
Except there's nothing "forced" about this any more than any of the thousands of physical feedback systems built into the game. Nobody can say "well, my character is extra tough so he just doesn't take damage from punches" so there's little reason to say "Well, my character doesn't experience psychological ups and downs based on various experiences because he's literally a skin robot."kevinz000 wrote:forced roleplay is bad roleplay.
i'm all for better rp though and no one else has a better idea probably so whatever.
The further this gets developed the more it will have to involve the traits system. If for no other reason than the mood system will begin to shape the character instead of represent the character within the world. Also, without adequate player input you'll end up with a crowd of identical robots.Grazyn wrote:I like the idea of using moodlets to balance past and future OP things like hulk with slowdown/bad mood. Add new powerful mech/suit/armor? "you feel uncomfortable wearing this". Same thing for new good chems/virus symptom or anything you can think of. Even weapons ("firing this thing feels horrifying, menacing and very very loud, the smell of sulfur and destruction makes you sick")
This is something that needs strong considering. The issue will be making it interactive without just making "you skipped breakfast enjoy your total incompetence" a thing.Oldman Robustin wrote:Having every negative outcome just boil down to "lol ur sad so now ur legs dont work" is just awful.
kieth4 wrote: infrequently shitting yourself is fine imo
There is a lot of very bizarre nonsense being talked on this forum. I shall now remain silent and logoff until my points are vindicated.
Player who complainted over being killed for looting cap office wrote: ↑Sun Jul 30, 2023 1:33 am Hey there, I'm Virescent, the super evil person who made the stupid appeal and didn't think it through enough. Just came here to say: screech, retards. Screech and writhe like the worms you are. Your pathetic little cries will keep echoing around for a while before quietting down. There is one great outcome from this: I rised up the blood pressure of some of you shitheads and lowered your lifespan. I'm honestly tempted to do this more often just to see you screech and writhe more, but that wouldn't be cool of me. So come on haters, show me some more of your high blood pressure please.![]()
We already have so many things that cause hallucinations already that I'd stay away from this.Not-Dorsidarf wrote:maybe even some hallucinations
Winning them does it appears.Limey wrote:do playing arcade machines affect your mood?
I'm tired of this and the brother-phrase, "just add brain damage, brain damage is such a cool feature hahacedarbridge wrote:We already have so many things that cause hallucinations already that I'd stay away from this.Not-Dorsidarf wrote:maybe even some hallucinations
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
I dont want consequences of mood to be purely visual, If the downside is "you make other people sad" it wouldnt be good enough because everyone could be sad but nothing would change, plus AoE effects suck. What I do like is the idea of sanity where you gain or lose it based on your current mood and making it long term instead oc short term. However 30 minutes is a tad too long.Stickymayhem wrote:Making you worse at combat is just a bad idea with moodlets. It doesn't make any sense to me.
A depressed mood should have consequences, but movement is a dumb one. Maybe it can slow actions and work, instead.
I think a better thing to do would be to make sadness infectious. Being around depressed people makes you feel worse, thus you'll avoid the depressed people, making them feel isolated and giving an actual mechanical consequences that makes far more sense than "Sad people are slow". A noticeable description "X looks bummed out, and it's bumming you out" would work. Once depressed, you can get happy pills in medbay (It's the future), or some good samaritans can try to cheer you up at a temporary expense to their own sanity.
A sanity stat would represent this all much better. Low mood begins to damage your sanity pool. Lower and lower sanity brings more psychological problems down to 0, which can result in a coma, suicide, or whatever else. These effects should take at minimum 30 minutes to present themselves severely, giving longer rounds some purpose, and giving people a reason to create things that cheer the crew up.
A Cthulhu style sanity system would be far more interesting, mechanically engaging, and realistic than a basic mood indicator.
Hell I'll help design it. I've run a shitload of mythos systems.
Consequences of mood would not be purely visual. You don't want to be sad because it'll fuck up your sanity. It makes the system less binary, more realistic and gives you something real you want to avoid, as well as avoiding the dumb situation of "I'm hungry so now I have multiple personality disorder."Qustinnus wrote:I dont want consequences of mood to be purely visual, If the downside is "you make other people sad" it wouldnt be good enough because everyone could be sad but nothing would change, plus AoE effects suck. What I do like is the idea of sanity where you gain or lose it based on your current mood and making it long term instead oc short term. However 30 minutes is a tad too long.Stickymayhem wrote:Making you worse at combat is just a bad idea with moodlets. It doesn't make any sense to me.
A depressed mood should have consequences, but movement is a dumb one. Maybe it can slow actions and work, instead.
I think a better thing to do would be to make sadness infectious. Being around depressed people makes you feel worse, thus you'll avoid the depressed people, making them feel isolated and giving an actual mechanical consequences that makes far more sense than "Sad people are slow". A noticeable description "X looks bummed out, and it's bumming you out" would work. Once depressed, you can get happy pills in medbay (It's the future), or some good samaritans can try to cheer you up at a temporary expense to their own sanity.
A sanity stat would represent this all much better. Low mood begins to damage your sanity pool. Lower and lower sanity brings more psychological problems down to 0, which can result in a coma, suicide, or whatever else. These effects should take at minimum 30 minutes to present themselves severely, giving longer rounds some purpose, and giving people a reason to create things that cheer the crew up.
A Cthulhu style sanity system would be far more interesting, mechanically engaging, and realistic than a basic mood indicator.
Hell I'll help design it. I've run a shitload of mythos systems.
Boris wrote:Sticky is a jackass who has worms where his brain should be, but he also gets exactly what SS13 should be
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