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If a beautiful person gets shot to shredds and barely survives with his or her face blown to bits, having lost limbs and with scars all over the body this person shouldn't be pretty anymore.
And what you said too, maybe make it a kind of experience they gain, the more battles they fight the more hardened they get.
But dont make it objectively good, there should be down sides too, being in a constant state of battle or having many battles over the course of many months with UP and/or DOWN sides not JUST down or up sides with whatever traits they gain or lose over time.
Just my opinion.
All said and said, I like the idea. It's just a matter of implementation. This would add another factor to influence the moods and minds of colonists, potentially upsetting the precarious balance that my settlers have already. So bad news for those of us that already have to kill huge numbers of morons with pointy sticks.
But, keep the thoughts coming, this has potential.
" Urist doesn't care about anything anymore " as that trait is described in DF. The much coveted goal, which lots of DF players try to force by applying small doses of trauma carefully...
Think Tom Sizemore's character in Black Hawk Down for example. He gets to the point of not taking cover anymore, just walking around while bullets whizz past.
That's not only about prisoners, it's about the kind of people you want to play: i don't want to play the good guys, i want to play the bad guys. Sometimes i'd like to play the slaver's den, the bastard's alcove. Some times i'd like to play the organ smugglers... the pirates! Playing a pirate base like this, full of bastards could mean easier relations with other bad factions while enworsening the relations with other factions.
If you think of it, it just make plain sense, and pro and cons of either side of this skill, could be easily imagined. Just to throw some idea, it comes to mind something like this:
Poor empathy:
+no side effects based on people dying around him
+no side effects based on prisoners fate
-more prone to insult other inhabitants and to start a fight
-more generally bored, and more generally intolerant to crowding and living nearby lots of people
Good empathy:
+enjoy crowded situations
+bring joy to surrounding people (causing a chain reaction, like characters causing +x points to the mood of surrounding people, that could be a really good feature to balance the advantages of poorly empathic people)
-may freak out easily if people around him die (even in combat)
-the actual problems: being too suscectible about prisoners treatment
In general i feel that there should be a tendency to become less and less empathic in the game, due being stranded on an harsh environment. Still to balance things out, the game should provide both events pulling characters both sides of the skill bar, making it hard to preserve humanity but not impossible.
examples:
Getting in love, or get a strong friendship bond + empathy
enojying time playing with other people (like pool or chess) + empathy
breaking up, people dying around, seeing people snapping out - empathy
Every idea i write down, brings out another. I really think that this thing should be taken in consideration, and i hope, if not the developers, at least a modder would feel interested by this concept...
Is this clearer?
that seems sensible. Dude, there's 75 dead raiders on our doorstep. Chillax a bit with the individualism?
A possible reason for excluding this in Rimworld might just be the lower number of people you got. Maybe Tynan deliberatly did not want to have everyone totally numb in no time, since most likely you'll need all hands to deal with the horrible situations.
Whereas in DF you'll probaby have quite a few dwarfs who live and work in the "safe" areas and never witness any really disturbing stuff. So when something gets into those areas or they're forced to go out it's much more of an impact and there's more of a contrast between them and the battle hardened ones.
Bottom line is, I agree there should be a cap of some sorts, or dimishing returns. Tough I've actually not experienced that problem myself so far. I'm still learning the ropes on a rather easy setting, so I haven't had to pay too much attention to those bad moods. Do the "seen a body" toughts actually stack up or is it a fixed value ?
1) The lower pop in Rimworld throws a wrench in this logic, and you bring up a good point. DF is lenient with the loss of redshirts (sometimes.) The loss of anyone here is usually a big problem. A huge skill investment gone, or a meatshield that could actually fight back. It makes small things, like having a home cut directly from the rock itself, (rough walls have a negative room value/worth/beauty penalty,) a much bigger problem.
2) I never really engaged too deeply in burrowing dwarves inside, which left me with a significant skill void later, when they recieved an unissued death sentence. Usually I just threw the whole fort at siegers, and hoped for the best. But yes, it is a shock for when dwaves exempt from the service see the horror wrought on the battlefield.
3) Some conditions, like "seen a body," or "prisoner died," and I assume "organ harvested from X," do stack. I don't believe it's a direct multiplication, otherwise everyone would then kill eachother soon after killing whomever came out to challenge us, but it can be difficult if not handled. I think the game marks a point when a character sees a body, (for this example A, B, C, etc.) and then say finds B a few ingame minutes later, it has two times to burnoff. The first to disappear would be the timer for A. The second would be for the final burnoff of B. I think. I'm not really sure, as I'm not really sticking to a ligitimate game, atm, so breakpoints are alot lower for my people.
Good luck mate.
Something similar could be built into this system - colonists would become less and less influenced by barbaric or brutal acts and situations, but would eventually become more violent, prone to binge, likely to respond to insults with their fists, etc.
Stare too long into the abyss, and the abyss will stare into you.
Dude.... yes please.