Post by cerseisadvocate on Sept 11, 2019 11:24:38 GMT -5
The Captain and her Officers (and also the crew but they don't matter so much here) gain additional traits now and when which is cool unless they are bad traits, when its usually feels like you are hit in the balls by rng.
Now I know that you (the developers) like to have these bad traits in the mix to pronounce that its not all fun and rainbows for a startrader and to have characters with flaws which makes them more interesting. This is basically cool but at least for me it does not work out as desired so I would like go over the flaws I see in the system and how they may be fixed.
1. Context
At the moment I usually learn about new traits for my captain and her officers when I look up there stats. I have no Idea when I got these traits and why. Of course there might be a little notification about it but I basically nether notice it. Because of this bad traits just feel like random punishement.
To improve this I would suggest that a character dialog starts every time the captain or one of her officers gains a trait. The dialog woudld give us a fluff explaination to what happened and why as well as a little crunch info.
e.G.
Fluff: The captain tells us how she cant find to sleep anymore without drinking cause all these crewmen that died under her command lately.
Crunch: She gained the DRunk trait.
2. Make no bad traits make Ambivalent traits.
The bitter pills go so much better with a little sweet. I find ambivalent tarits (like Headstrong for example) so much more enjoyable when plain bad traits).
3. More fluff less crunch.
At the moment being a drunk means my captain gains less moral and thats it. How about adding fluff elements like dialogs comming up there my officers come up with something while the captain is clearly drunk and makes nonsense comments and gives impossible orders.
In theory a trait like drunk would not need any crunch to immerse me in the situation that my captain is a drunk but it would need fluff to get me there.
4. The worst thing about getting the bad ones is not getting the good ones.
1. Context
At the moment I usually learn about new traits for my captain and her officers when I look up there stats. I have no Idea when I got these traits and why. Of course there might be a little notification about it but I basically nether notice it. Because of this bad traits just feel like random punishement.
To improve this I would suggest that a character dialog starts every time the captain or one of her officers gains a trait. The dialog woudld give us a fluff explaination to what happened and why as well as a little crunch info.
e.G.
Fluff: The captain tells us how she cant find to sleep anymore without drinking cause all these crewmen that died under her command lately.
Crunch: She gained the DRunk trait.
2. Make no bad traits make Ambivalent traits.
The bitter pills go so much better with a little sweet. I find ambivalent tarits (like Headstrong for example) so much more enjoyable when plain bad traits).
3. More fluff less crunch.
At the moment being a drunk means my captain gains less moral and thats it. How about adding fluff elements like dialogs comming up there my officers come up with something while the captain is clearly drunk and makes nonsense comments and gives impossible orders.
In theory a trait like drunk would not need any crunch to immerse me in the situation that my captain is a drunk but it would need fluff to get me there.
4. The worst thing about getting the bad ones is not getting the good ones.
So I do not know how things work behind the scenes so if getting bad traits has nothing to do with not getting good ignore this! However every time I get a bad trait the thing that buggs me most is that I think this is taking a slot away that could have be filled with something good. If gaining a bad trait would not mean that I can now get one less good trait I would feel much better with the situation so if there is a limited number of trait slots per character I would suggest to devide them in good-trait-slots and bad-trait-slots that do not compete with each other.