Home » MODDING HQ 1.13 » Flugente's Magika Workshop » New Feature: Dynamic opinions
Re: New Feature: Dynamic opinions[message #333395] Sun, 01 June 2014 03:21 Go to previous messageGo to previous message
anv is currently offline anv

 
Messages:258
Registered:March 2013
Past Acquaintance - If I understand correctly all events at the moment only matter for four days max. It's a bit unrealistic that after 4 days of not seeing each other mercs who possibly went through hell together getting matching BFFs tatoos in the process would become complete strangers - opinions should be part of character development. Maybe after sum of modifiers reaching certain treshold part of it could be translated to time independent modifier.

Example: Let's say time independent modifier can be up to momentary modifier/5. Merc's opinion modifier about another merc reaches 25 at one point. It increases his time independent modifier to 5. Four days pass by, other modifiers expire, but opinion stays at +5 - merc remembers at one point they're were friends. It will stay at least at this level forever unless certain negative is reached - when momentary modifier reaches -5 time independent modifier is decreased by 1 from +5 to +4, and so on - with decrease hitting daily, but not past the limit - if merc modifiers are kept steadily at around -5, it will take 6 days for TIM to go from +5 to -1, but won't decrease further. And the same way around, if they are at one point jumping at each other throats, they will be slightly hostile to each other even long after, unless they actively cooperate and get high positive modifiers.

And another portion of silliness:

Game Over Man - when in sector surrounded by enemies and knowing about it (like just before Drassen Counterattack, 3 neighboring sectors with big red question marks preparing for coordinated attack) cowards should start freaking out, annoying their teammates.

Donner Party - when entire team is out of food and starving, they should start getting distrustful toward each other.

Life Changing Experience - mercs who face death (<5 HP?) but survive could randomly forfeit most of their petty grudges.

Those Two Again - if two mercs hate each others, those who aren't their friends (and therefore don't take sides) around them should be annoyed by their constant bickering.

Is This Some Kind Of A Joke? - mercs who have seen crepitus and try to talk about it to others who didn't should be ridiculed, resulting in both sides annoying each other.

Paranoia Fuel - after discovering enemy assassin, mercs should become distrustful to all non-rebel RPCs.

Proving Their Worth - experienced mercs should look warmly at rookies who just levelled up.

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