Happy/Unhappy

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

Re: Happy/Unhappy

Postby Jeebus » Sat Nov 26, 2011 12:30 am

DeathBleach wrote:You get Happy by killing and doing other things and as for Unhappy I dont really know but this happens to me all the time, It happens when your usually around skeletons(dead people).


Isn't this paradoxical? By killing things, wouldn't you be helping to make skeletons?

Honestly, my hearthlings get pissy when they actually have to get off their duff and work, i.e. farm, but do revel in punching helpless chicks.

Maybe mood could affect how fast one can run/work/study. At 100% happy, hearthlings can crawl/walk/run/sprint 25% faster and build/do tasks 10% faster, while miserable hearthlings at -100% mope about 10% slower and work 25% more lazily. I also feel mood should be dictated by sliders, like hazzor said. Someone that is full death and full martial would be very emo and get a kick out of killing living things. A full lifer with a pacifist streak would get a soul chubby from living a "karmically correct vegetarian existence," as one person once put it. If you're full tradition, making offering to the gods for numen points will you that warm feeling, but learning new skills with your LP is witchcraft and would incense you to no end (and you must be burned!! Burn the witch!!). Working your fields in the daytime while full night will make your hearthling long to build a giant sun blocker, then KEEL YOU, but harvesting carrots by the light of the moon will placate them.

Basically, you get the point: allow sliders to have some say on what makes hearthlings happy and sad, and get them a fluctuating buff/debuff based on their happiness levels...
"Never trust anyone offering to 'do you a solid.' They may just want to take a dump on your table." - Me

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Jeebus
 
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