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With patch 3.1.2, 3rd party leaders can now be added (check out the Builder's Toolkit if you want to create you own leaders!) , and all leaders are given a huge purpose with the trait system.
In order to maintain balance, the traits are all hard-coded, which means the initial offering is pretty limited - so I want to expand it greatly in order to cover a wide array of gameplay and flavor options. So I'm looking for suggestions on two fronts: Conceptual and Gameplay.
Conceptual - this would essentially be the name and spirit of a trait. How does the trait manifest itself in leading a group of people trying to survive in the wasteland?
Gameplay - Ideas for settlement gameplay things that could make sense to adjust. For the most part, every number in the settlement system and Sim Settlements can be altered - and these make for great Minor Traits and Weaknesses. The most interesting, and difficult, are the Major Traits. These need to offer something new and exciting gameplay-wise, without being excessive in development time.
When talking in terms of game play suggestions, don't worry too much about the specific numbers, you can just refer to things in terms of an increase or decrease. A lot of the numbers that are implemented now will probably change over time as we try and balance out the mod.
In this discussion, I'm very interested in hearing about the different leaders that are being released in add-on packs so we can talk about specifically what kind of traits would make sense for them to have. I'd rather spend time implementing traits that will be used immediately, then just creating theoretical ones that have no place.
(Before commenting, please check out the in-game Explanation screen from the Change Leader option on the City Planner Desk blueprint menu - that way you're familiar with what has already been implemented.)
In order to maintain balance, the traits are all hard-coded, which means the initial offering is pretty limited - so I want to expand it greatly in order to cover a wide array of gameplay and flavor options. So I'm looking for suggestions on two fronts: Conceptual and Gameplay.
Conceptual - this would essentially be the name and spirit of a trait. How does the trait manifest itself in leading a group of people trying to survive in the wasteland?
Gameplay - Ideas for settlement gameplay things that could make sense to adjust. For the most part, every number in the settlement system and Sim Settlements can be altered - and these make for great Minor Traits and Weaknesses. The most interesting, and difficult, are the Major Traits. These need to offer something new and exciting gameplay-wise, without being excessive in development time.
When talking in terms of game play suggestions, don't worry too much about the specific numbers, you can just refer to things in terms of an increase or decrease. A lot of the numbers that are implemented now will probably change over time as we try and balance out the mod.
In this discussion, I'm very interested in hearing about the different leaders that are being released in add-on packs so we can talk about specifically what kind of traits would make sense for them to have. I'd rather spend time implementing traits that will be used immediately, then just creating theoretical ones that have no place.
(Before commenting, please check out the in-game Explanation screen from the Change Leader option on the City Planner Desk blueprint menu - that way you're familiar with what has already been implemented.)