Babies

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

Babies

Postby Krantarin » Wed Jul 15, 2009 7:45 pm

I created a new topic because the old topics weren't worthy of bumps (some of it was very, very questionable).
Dondy wrote: 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.


Dondy wrote: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.


Dondy wrote: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.


I think that this is a huge idea, and should be highly considered by the devs, with perhaps one big change. Children should be able to receive beliefs and skills from their parent, but not attributes.
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Re: Babies

Postby sonerohi » Wed Jul 15, 2009 9:41 pm

Shut the hell up about babies already. Three threads are not needed for one idea, and I'm going to go around slaughtering all the toddlers I can find because of you, should this idea be implemented.
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Re: Babies

Postby Yolan » Thu Jul 16, 2009 3:28 am

Calm down dude. He brought back the actual useful past of the previous thread because it was hijacked by people going on about unrelated crap.
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Re: Babies

Postby Ferinex » Thu Jul 16, 2009 3:34 am

Yolan wrote:Calm down dude. He brought back the actual useful past of the previous thread because it was hijacked by people going on about unrelated crap.


l2rerail

These threads annoy me too. I don't want any damned babies in this game, and I would kill them just to spite the idea.
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Re: Babies

Postby Malicus » Thu Jul 16, 2009 3:41 am

I also give the thumbs down to this idea. It just seems... why?!
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Re: Babies

Postby theTrav » Thu Jul 16, 2009 3:56 am

The dev's are aware of your suggestion, I don't think the thread being derailed really has any impact on whether they implement it or not, nor does the number of threads you create suggesting it.

J&L are pretty sensible adult type people, I'm sure they can figure out what to implement without getting turned off by the goons shouting rape everywhere they go
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Re: Babies

Postby Machenoid » Thu Jul 16, 2009 4:44 am

No one will play a female character, or at least, everyone will have a female alt.

But, i think one way to do it without involving idiots running around yelling crap about "raping you, literally" would be to setup a system where the character has to travel back to the initial spawn point, and be able to "start a family" at which point a NPC of the opposite sex will spawn, that the player has to take to their claim or village or whatever. At that point it becomes similar to a digital-pet minigame based on the happyness level of yourself, your NPC partner, and your NPC children.

First you have to raise the happyness of your partner to a point where you can "propose" to them. Then, you have to take them back to the initial spawn point to "get married" at which point you will get a baby. From there it works mostly like the OP described, minus the insane downside of forcing female character players from taking even a temporary hitpoint reduction due to birth and slower walk speed, higher metabolism, etc.
See, it's all dealt with off-screen, just like the toilet! :roll:

However, the baby is perminately "tied" to the NPC parent as far as happyness goes. If either that NPC parent becomes unhappy for long enough or too many times, or the same thing happens to the child, both the NPCs will leave and the player will have to start over. If the baby is killed or dies because of another player, the parent will take a large happyness hit; if the player killed the baby directly or from neglect, the parent NPC will instantly leave. If the NPC parent dies because of another player, the child will take a even larger happyness hit; but if the player killed the NPC parent, then the child will run away.

Also, if the player is in a village, the happyness level of the entire village populace could also come into play in effecting the happyness level of the NPC parent and child, but most of those happyness points would be based on the happyness of other couples, the single parents in the village, and to the least degree the single and ex-married players in the village. If the village is the worst hive of scum and villainy in the entire game, NPC parents will say "forget that" and keep making demands that the player move them the hell away before they do it themselves.

[edit - and if you arn't prepared to play as your child at the moment, you can "send them to a more civilized land" which basically 'retires' both NPCs from the game world, to be used later if ever.]
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Re: Babies

Postby Ferinex » Thu Jul 16, 2009 4:48 am

HGHGHG WALL OF TEXT AFTER EVERYONE EXPRESSED DISINTEREST HGHGHGHG
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Re: Babies

Postby theTrav » Thu Jul 16, 2009 4:54 am

HG?

Also, 4 people is far from everyone
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Re: Babies

Postby Ferinex » Thu Jul 16, 2009 5:13 am

theTrav wrote:HG?

Also, 4 people is far from everyone


An elusive form of rage.

4 people posted, the rest did not. Not posting is as good as disinterest.

/leaves
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