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1.0 Cult Susceptibility trait showing up for certain workshops

Discussion in 'Design Suggestions' started by Puzzlemaker, Nov 7, 2016.

  1. Puzzlemaker

    Puzzlemaker Member

    So, for certain overseers I want to make sure they stay... mentally steady, if that makes sense. Having a priest that's a cultist is a bad idea, as is a cultist NCO. It would be nice if certain traits that affect mental stability always show up when choosing an overseer.
     
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  2. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    That's like using the bumpers when bowling.
     
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  3. Unforked

    Unforked Member

    Agreed, game is easy enough as it is. I want to worry about inconvenient cultists sometimes.
     
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  4. Kaidelong

    Kaidelong Member

    I don't agree. All you contrarians are saying is "add tedium to gameplay by making people check it manually first". This is not the same as difficulty. If there is room in the UI, this totally should be done.

    It'll just become a bit of extra tedium "expert" players pick up and chortle over when other people don't do it.

    If you do display it, you now make it a CHOICE for the player whether or not to take the chance and put such a character in such a position. Revealing information is not bad.
     
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  5. Unforked

    Unforked Member


    Ok, but there are a few events that are specifically about not knowing if your NCO, scientist, or vicar are cultists. I'd you could prevent that every time, those events would no longer serve any purpose other than punishment for not looking at a UI element.
     
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  6. Kaidelong

    Kaidelong Member

    You can just click your NCO, Scientist, or Vicar, and check if they have been "fulfilled by performing cult worship" recently.

    It's already like that. =/

    Incidentally susceptibility to becoming a cultist isn't even that big a deal to begin with. Probably the biggest factor in determining it is gosh-darn Epicurean! Not "Easily Influenced", "Weird", or "Doomed". It's much more important to keep despair low.
     
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  7. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    There is a plus side to this feature... it helps put the crazies in a position to create the most fun.
     
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  8. Naffarin

    Naffarin Bureaucrat-Inspector Exemplar of The Empire

    You are forgetting grimoire and mad carpenter events :)
     
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  9. Kaidelong

    Kaidelong Member

    The whole problem with hiding information is that:
    1. Either the information is exposed somewhere else, and it is a real player decision, in which case why not just present them the information there?
    2. The information is hidden perfectly, and the player cannot tell it apart from random chance. So why present them with a decision to make?
    If you want to create a way for experienced players to create an "informed guess", you might as well have the UI point newer players at the relevant information, such as despair meters.
     
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  10. Mikel

    Mikel Waiting On Paperwork From The Ministry. Forever.

    It's not so much a matter of data hiding as it is a data classification. Not every user considers culty behavior a red flag.
     
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  11. Puzzlemaker

    Puzzlemaker Member

    If they go back to making cults cause your colonists to be happier that would work as well
     
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  12. Kaidelong

    Kaidelong Member

    They do, they just happen to raise despair more than they raise happiness. Unfortunately high despair seems to prevent the happiness bonuses from ever kicking in.
     
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