Alright, here's what's been rattling around in my head.
Some of these labels require some mental gymnastics to make sense, but this is more about the idea and the system then the words. I tried to limit myself to 8 Attributes and 8 skills. I could easily expand this so I felt some limit was needed, even if it is artificial.
Attribute (personality)
Stats (Needs)
Jobs / Tasks
Simply by changing the the 8 basic attributes we can change how each Dave acts and grows, but these basic attributes do not limit what Dave is capable of. These percentages actually seem a bit high to me, but it's about the system not the actual numbers. Adjustment and fine tuning will be needed, of course.
Our example Dave has the following attributes:
Some of these labels require some mental gymnastics to make sense, but this is more about the idea and the system then the words. I tried to limit myself to 8 Attributes and 8 skills. I could easily expand this so I felt some limit was needed, even if it is artificial.
Attribute (personality)
These are set at crew spawn. If they change at all it will be a rare and special occasion.
For these examples I'm using a range of 1-100. This can easily be converted to whatever scale is wanted.
For these examples I'm using a range of 1-100. This can easily be converted to whatever scale is wanted.
- Greed
- Stamina
- Vitality
- Loyalty
- Empathy
- Organization
- Chaos
- Logic
Stats (Needs)
These decay and/or regenerate over time. They need to be constantly maintained. The rate of decay/regen is dependent on Attributes.
- Hunger - Pretty basic, slowly decays with spikes based on activity, eat stuff to regenerate. Different quality foods give different gains/losses. [Attribute: Stamina]
- Energy - Again, basic, slowly decays with spikes based on activity, sleep to regenerate. Not really any need for multiple types of beds, but maybe a C/V can improve quality. [Attribute: Vitality]
- Income - Slowly decays. Needs to periodicly be replenished with credits. [Attribute: Greed]
- Health - Another basic. See a doctor for a quick heal, but should regen if hunger and energy are dealt with properly. [Attribute: function(Stamina, Vitality)]
- Moral - This one is a bit more complicated. While regeneration of this stat is based on the Loyalty Attribute, it's decay rate is based on outside factors. function(food available, pay available, sleep available, current health). Note, these are not the stats/needs. It doesn't matter if Dave has a full belly, he's not gonna be happy if the galley only has a slice of bread and the player is completely broke. If moral drops to low, Dave may leave.
This is what Dave knows. These should not be confused with Jobs and tasks. These are what determines how well Dave does a job or task. Skills increase with use and a percentage chance based on an average of the linked attributes.
Skill levels are 1-100, providing a percentage bonus to re related Job.
Skill levels are 1-100, providing a percentage bonus to re related Job.
- Kinesthesis - [Empathy, Organization]
- Spacial - [Empathy, Logic]
- Gathering - [Greed, Organization]
- Production - [Logic, Greed]
- Biology - [Empathy, Organization]
- Mechanical - [Loyalty, Logic]
- Combat - [Logic, Chaos]
- Repair - [Organization, Chaos]
Jobs / Tasks
This is when Dave actually does something. I like the idea of assigning them a duty station, but whatever works, that's not in the scope of this post. Each job requires two skills.
- Piloting - Spacial, Mechanical
- Ship Combat - Spacial, Combat
- Turret Combat - Mechanical, Combat
- Infantry Combat - Kinesthesis, Combat
- Mining - Mechanical, Gathering
- Manufacturing - Mechanical, Production
- Engineering - Mechanical, Repair
- Farming/Ranching - Biology, Gathering
- Medical - Biology, Repair
- Cooking - Biology, Production
- Trading - Gathering, Production
Simply by changing the the 8 basic attributes we can change how each Dave acts and grows, but these basic attributes do not limit what Dave is capable of. These percentages actually seem a bit high to me, but it's about the system not the actual numbers. Adjustment and fine tuning will be needed, of course.
Our example Dave has the following attributes:
Gre-10,Sta-42,Vit-27,Loy-68,Emp-45,Org-33,Cha-79,Log-64
Logic, Loyalty and Chaos are his highest attributes.
His best skills would be:
His Vitality is pretty low, tho. He's not going to heal very fast and he'll sleep a lot. Lazy bastard.
Then again, with a high Loyalty and a low Greed, he is less likely to defect if his morale drops to low.
And he'll be cheap to pay and won't eat more then average.
Seems like a good deal, I'd hire him for my turrets. But not as a Doctor (only a 47.5%, I want my doctor better then that)
I hope all that makes sense. Now that I got it out of my head I can stop thinking about it. It may be to complicated or memory/cpu intensive. Hopefully it at least sparks some ideas.Logic, Loyalty and Chaos are his highest attributes.
His best skills would be:
Combat(73.5% chance of increase per use)
Mechanical(66% chance of increase per use)
His best job would then be as a Turret Gunner, giving him a 69.75% chance to increase his skills.Mechanical(66% chance of increase per use)
His Vitality is pretty low, tho. He's not going to heal very fast and he'll sleep a lot. Lazy bastard.
Then again, with a high Loyalty and a low Greed, he is less likely to defect if his morale drops to low.
And he'll be cheap to pay and won't eat more then average.
Seems like a good deal, I'd hire him for my turrets. But not as a Doctor (only a 47.5%, I want my doctor better then that)