Alright, so it doesn't look like i'm just complaining, maybe something more constructive -- after having a look at the current implementation of the mind break thing, i feel like maybe part of the problem is that the way it works is a bit counter-intuitive? I'm thinking, maybe this approach could work better:
introduce new mind break:
* if corruption - mindbreak > confidence - stability
why like this:
Adding existing mind breaks to the equation makes it harder to acquire more, as each new one must overcome higher value than the ones before.
Basic confidence shields the person from thinking what they're doing is 'wrong'. And the way the game builds stability, it seems basically how much a character is accustomed to their life following a routine and avoids disturbances from it. This is why, imo, experiencing something out of the comfort zone should be harder on such characters, because it's simply something they've spend most of their life sheltered from. In contrast, for a character with low stability, who not only lives but maybe even looks forward to chaos, such kind of development is just Tuesday (or Xmas come early)
This change also has a (positive, imo) side-effect: the way character who experiences mind-break takes hit to their stability means they become more accustomed to unordinary effects in their life, meaning that it'll be harder for them to undergo another mindbreak, not easier. So it's not a downward spiral but the opposite, something the character grows more resilient to naturally.
And then (or even as a stand-alone change, if everything else is left intact as it is) i'd simply do away with the bad end part (game over if too many mindbreaks) or at the very least made it optional and opt-in rather than default. Maybe also make it a check against an arbitrary value rather than tied with any specific stat, and make the count something which you can reduce, or improve how many times you can 'survive' (with help from a psychologist or whatever. A potential common source of sexy content, too) An equivalent of "lives" in more generic games, if you will.
While none of this would do anything to address the core issue (some builds being better at handling the situations than others) maybe it'd at least alleviate the results a little..?
introduce new mind break:
* if corruption - mindbreak > confidence - stability
why like this:
Adding existing mind breaks to the equation makes it harder to acquire more, as each new one must overcome higher value than the ones before.
Basic confidence shields the person from thinking what they're doing is 'wrong'. And the way the game builds stability, it seems basically how much a character is accustomed to their life following a routine and avoids disturbances from it. This is why, imo, experiencing something out of the comfort zone should be harder on such characters, because it's simply something they've spend most of their life sheltered from. In contrast, for a character with low stability, who not only lives but maybe even looks forward to chaos, such kind of development is just Tuesday (or Xmas come early)
This change also has a (positive, imo) side-effect: the way character who experiences mind-break takes hit to their stability means they become more accustomed to unordinary effects in their life, meaning that it'll be harder for them to undergo another mindbreak, not easier. So it's not a downward spiral but the opposite, something the character grows more resilient to naturally.
And then (or even as a stand-alone change, if everything else is left intact as it is) i'd simply do away with the bad end part (game over if too many mindbreaks) or at the very least made it optional and opt-in rather than default. Maybe also make it a check against an arbitrary value rather than tied with any specific stat, and make the count something which you can reduce, or improve how many times you can 'survive' (with help from a psychologist or whatever. A potential common source of sexy content, too) An equivalent of "lives" in more generic games, if you will.
While none of this would do anything to address the core issue (some builds being better at handling the situations than others) maybe it'd at least alleviate the results a little..?