CleverRaven / Cataclysm-DDA

Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
http://cataclysmdda.org
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Yet another silly idea: Stuffed animals and sleeping morale bonus #7060

Closed NaturesWitness closed 7 years ago

NaturesWitness commented 10 years ago

Just occurred to me, Cata is severely lacking in stuffed animals. I suggest we add a few plushy friends to the game, to cheer up our poor survivors. If a person is holding a stuffed animal in their hands when they go to sleep, they get a small, but fairly long lasting, morale bonus. Maybe also give stuffed animals a use action to hug them for a larger, but short lived morale bonus.

I don't know why I'm submitting this either, I just felt like it.

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Headjack commented 10 years ago

There's dolls in. Maybe this would take effect if you're already an Optimist. I think someone suggested this a while ago, too. Feels like another modpack,

Zireael07 commented 10 years ago

I like the idea.

illi-kun commented 10 years ago

It's so cute :3 P.S. No mod! This is a core content!

KA101 commented 10 years ago

I have a plushiethulu & the Giant Microbes Cold/Rhinovirus and Flu. Don't sleep with any of 'em, but even KA101 appreciates plush things.

Would suggest that the snuggling-stuffed-critter check use the existing "is it on the same tile?" mechanics that we use for keeping warm. Saves player keystrokes, etc.

I suppose you could have a separate morale-stabilizer for having the (likely volume 2-4?) plush on your person or wielding it: having your stuffed critter helps you get through the Bad Stuff, not unlike what I did with the slimespawns. But then there should probably a morale/Guilt penalty if it gets damaged or destroyed. Dunno what characters would think about actually attacking with it.

whacks the zed with an alligator plushie "Yeah! go get 'em, Alphonso!" adds pink tablet to the mix "OK, Alphonso, I'll punch 'em while you bite and hold 'em in place!"

Most of those should probably be trait-based or otherwise restricted a bit, though, as not all chars would take stuffed toys seriously. Ideally you'd have greater attachment (=larger bonus/penalties) to stuffed-stuff that you've had for a longer time, but that's probably a pain to code.

And yeah, if verizon would fix my bloody phone lines I'd definitely merge this to mainline. A Beanie Babies pack would be mod, but the mechanic and a good variety of critters would be core. (I'm thinking teddybear, shark, dragon, plushiethulhu, maybe snake, penguin?)

John-Candlebury commented 10 years ago

Ill say that if we are giving bonuses for sleeping with something it should be given to less banal things than a plush. I think that only things like the photos of your loved ones or meaningful item or gift from before the cataclysm should be able to give it. Mind you, the meaningful thing could as well be a stuffed toy, but the morale bonus should come not from the fact that its a plush, but from the fact that its YOUR plush as in it is an unique item that reminds you of happier times. Not just a random thing that you found laying in a store.

Tv tropes has an article on this, its called tragic keepsake. Examples include: the sword of Inigo Montoya (you should know this movie), Joel's watch (The last of us), the Fredriksons house (UP).

Ill say that it something that fits very well with the apocalypse flavor of the game proven that its deeper that: having a random item that you found in the floor makes you happy.

Zireael07 commented 10 years ago

Tragic keepsakes are a great idea!

NaturesWitness commented 10 years ago

I like the idea of tragic keepsakes, the problem is, how does your character find one? Do people just start with them? Have a quest to find your own house? If someone can think of a reasonable way to place them in-game, that would be great, and I would say they would give much bigger bonuses than just a random teddy bear. That said, I think even a random stuffed animal should be able to give a very small bonus, purely as a symbol of childlike innocence.

SilearFlare commented 10 years ago

Mod it.

KA101 commented 10 years ago

The infrastructure exists for this to work off a chargen trait. "Keepsake" Your $ITEM reminds you of the times before all this started, and provides a valuable morale-anchor. Keep it around and you'll probably be fine; lose it and you'll be miserable for a Long While.

Pick an $ITEM at chargen (made distinct from items found in-game: photo_album_keepsake v. photo_album, forex), and tie morale effects to the trait and presence/not of the item. Keepsake items don't spawn and even if they did, folks without the trait won't be affected.

Mod it.

Nah. Trait-locking ought to keep it out of your game. I think it warrants mainline.

Zireael07 commented 10 years ago

Trait-locking is a good idea.

SilearFlare commented 10 years ago

Trait locking seems like the only good way of doing this without making it utterly ridiculous. Good idea.

illi-kun commented 7 years ago

This issue was closed as it appears inactive.

Reducing open issues to those which are (or will) be actively worked upon helps us focus our efforts. This issue has not been deleted - it still appears in searches and if it contains relevant information you are encouraged to continue to link to it.

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