Making babies... again

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Making babies... again

Postby Dondy » Sun Jul 12, 2009 2:06 am

This is just the way I picture it.

As well as the options invite, kin chat etc the option "Proposition" is available. If the offer is accepted and if the parties are one male and one female and if the male does not equip intestines then the female has a one in ten chance of getting pregnant.

Pregnancy reduces her speed to a slow run and ups her food requirements for several hours.

Birth is a hit point risk event that usually goes off with no damage but has a small chance of knocking her back some percentage of her hit points. At that point a baby (two vertical squares) appears in the woman's inventory. She can put it down and walk away if she cares to, or give it to someone else. If she went to the trouble of making it, most likely she will keep it.

The baby has a food bar and requires feeding. As long as it stays in the mother's inventory or in her baby sling (new item similar to quiver and backpack) it gets fed automatically but her food requirements stay higher during this period until the baby has gone through 100 food events. If someone other than the mother has the baby they can also feed it, using milk.

After 100 food events the baby becomes a toddler. At that point as soon as it is removed from the inventory or sling a new graphic appears.
Last edited by Dondy on Sun Jul 12, 2009 3:10 am, edited 1 time in total.
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Re: Making babies... again

Postby Dondy » Sun Jul 12, 2009 2:21 am

Toddlers:

The toddler has a follow function linked to the number of food events it has received. It will move randomly about within a few tiles of the mother or other caretakers but can get hung up on a rat or a stump and left behind. If she moves off it will try to follow. Anyone who has fed a toddler is automatically in party with the toddler and can see the arrow showing which way the lost urchin is located. It will try to follow whoever has fed it the most, the mother presumably having an 100 unit advantage (maternal-infant bond)

The toddler must be fed, but any regular food will do. If it is not fed it will die. Similarly it can be killed by a fox or bear or boar... or even a griefer, but the new skill "Infanticide" is required and means that a special black arrow always points towards someone who has the skill -similar to the arrows you see to find party members or the toddler. Everyone can see this arrow if the character with the infanticide skill is logged on. The infanticide skill takes 100,000 lp to get.

Toddlers can be picked up using lift. They can be left in a house so they can't wander when the parent needs to hunt.

For a toddler to grow up it requires 500 additional units of food. The stats the toddler has will be based on the amount of time it has spent on the various sorts of tiles. The more variety in tiles and the longer time the higher the stats of the eventual child. Time spent in farmed tiles will increase the child's later nature stats, time spend in mine tiles will increase the child's later industry stats. Time in forests will increase the child's later hunting bonuses etc. This means that the parents will want to provide the child with an enriched environment.
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Re: Making babies... again

Postby Dondy » Sun Jul 12, 2009 2:34 am

Children:

When the toddler has gotten enough food and experience it will become a child. The child can be played as an alt of the main character (whoever has supplied the most food) and if the main character is killed or retired will inherit all the main's attribute's, hearth etc. This is how players who are all change can have reincarnation.

The child initially is smaller than a ordinary new character and for the first period of time operates with a weakness percentage. Chipping stone for example will take longer. When a child character clicks on a tree the options "take branch" and "pick apple" may not occur, since the child is short and cannot reach. On the other hand the child is also light so most of the time this does not happen, and the child character also has the option "climb tree" A child who has climbed a tree is safe from boars and foxes and doesn't have to try to hide behind the tree because he or she can shelter in it. Bears though can get the child in the tree. They can climb or shake the hapless child out.

After a sufficient number of food events and lp the child becomes an adult and gets the same graphic as a regular character.

The big bonus of running a child character is that... If the child has the nature bonus from time spent in farming tiles it can move one more slot deeper towards nature than an ordinary character. And if the child has the industry bonus as well, the industry penalty is one two or three less than it would be, with the result that a child who had a fully enriched toddlerhood can be both nature and industry at the same time. Raising a child is a way of getting a character with even better stats than the normal character.
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Re: Maing babies... again

Postby JTG » Sun Jul 12, 2009 2:36 am

Can I proposition males, and animals, and male animals.

Also can I rape people.
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Re: Maing babies... again

Postby Peter » Sun Jul 12, 2009 2:39 am

Interesting... I'd be afraid that it takes quite a bit of character design control out of the user playing the child, but as for general mechanics, it's ok.
Surprise.
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Re: Maing babies... again

Postby Dondy » Sun Jul 12, 2009 2:40 am

You can proposition anybody. Of course they can also turn you down.

I'm not entirely sure the dev's would be eager to design a game with rape in it.
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Re: Maing babies... again

Postby JTG » Sun Jul 12, 2009 2:41 am

Dondy what about the animals. I don't think it would be fair for them to automatically turn me down.
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Re: Maing babies... again

Postby Dondy » Sun Jul 12, 2009 2:42 am

JTG wrote:Dondy what about the animals. I don't think it would be fair for them to automatically turn me down.


Only sheep.

And maybe bears.
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Re: Maing babies... again

Postby sami1337 » Sun Jul 12, 2009 2:45 am

children? Naked? Can i be the paedophile?

http://www.youtube.com/watch?v=jItz-uNjoZA
The ones who see things differently.

You can praise them, disagree with them, quote them, disbelieve them, glorify or vilify them. About the only thing you can't do is ignore them.
And while some may see them as the crazy ones, we see genius.
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Re: Making babies... again

Postby Erik_the_Blue » Sun Jul 12, 2009 3:47 am

Dondy wrote:When the toddler has gotten enough food and experience it will become a child. The child can be played as an alt of the main character (whoever has supplied the most food) and if the main character is killed or retired will inherit all the main's attribute's, hearth etc. This is how players who are all change can have reincarnation.

(My emphasis.) Doesn't this potentially break the risk-reward spectrum for tradition/change? Players who are willing to put in the effort to fully go through this process not only gain the benefits from full tradition, but also get LP from the various steps in the process (i.e., producing food, etc.) which is further increased by the change bonus. Granted, there is a cost due to the effort involved, but the gain is tremendous (all benefits of tradition *and* change, plus being able to move sliders beyond 10). Basically, anyone in a secured, settled part of the map would have no reason not to go full change and raise a kid, whereas those elsewhere take a significant risk just by being at full change, much less gathering the resources necessary for this.
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