Anyone with good balance suggestions gets free good moodlets.

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
Moderators: MisterPerson, Code Maintainers
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.
Cobby 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.
cedarbridge 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.
cedarbridge 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.
Limey wrote:code this
Grazyn wrote:cedarbridge 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 bay
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
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?
Dr_bee wrote: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?
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.
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?
Qustinnus wrote:Dr_bee wrote: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?
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.
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?
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.
Nabski wrote:Walking over water as a hulk gives you the "I slipped" moodlet.
Also why am I sad to be a hulk?
Nabski wrote:Walking over water as a hulk gives you the "I slipped" moodlet.
Also why am I sad to be a hulk?
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.
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.
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")
Oldman Robustin wrote:Having every negative outcome just boil down to "lol ur sad so now ur legs dont work" is just awful.
Not-Dorsidarf wrote:maybe even some hallucinations
Limey wrote:do playing arcade machines affect your mood?
cedarbridge wrote:Not-Dorsidarf wrote:maybe even some hallucinations
We already have so many things that cause hallucinations already that I'd stay away from this.
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.
Qustinnus wrote: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.
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.
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