- Apr 23, 2023
- 31
- 44
Originally I was planning to do something like what you wrote. Mainly it would have been buffs and debuffs related to the mood of the character which is influenced by the unit's stress level. If the stress level reach, say 80%, then the health recovery, stamina recovery, juice output and quality stats of the unit is greatly reduced. The mood of the unit is now set to the worst (depressed). There would have been an option to send the unit on holiday for a few days (for a considerable amount of money of course) where it could rapidly de-stress itself.I had an idea to improve the STD feature, if that is something you intend on keeping.
In short, the STD would prevent the unit from working for a few days and change a unit trait known in advance if not cured. The basic STD would change the Color of the unit but there could be STDs that change the breast size, intelligence or juice quality. The player could decide to let the unit be out of commission for a few days in order to get the change.
The goal of this change is to give the player choices and opportunities instead of the STD being a strictly negative effect.
- In the early game STDs would mostly benefit the player, at the cost of having a unit out of commission for a few days. Getting a Juice Type not yet unlocked in the Lab, getting a 2* juice quality or medium breasts would be benefits at this point
- Later in the game the same STDs would become detriments when your units have high quality stats.
- When you get the STD scanner you could detect the STD ahead of time.
- STDs could be resisted by units that would suffer no change: an Apple STD would not affect a unit that is already Apple.
- You could decide to send a unit that would benefit from the effect on purpose
When I played the current version of the game I felt like I had no option. You can milk units but Juice has no use besides contracts, which require quantities and qualities you can't reach. You can fulfill Auctions by creating a corresponding unit, but you start with barely enough money to create a unit able to meet the lowest requirements that can spawn (I tried, I saw a 250 energy unit once and it was a color I couldn't create). You can train the skills of units, but it gives no benefit unless a client requires it. I could only decide whether or not to service clients in the Brothel, the only accessible/affordable source of money.
This suggestion does not solve these issues. But once those issues are fixed, this suggestion would make the STD system more engaging for the player.
But, due to the colossal faliure of the game's introduction made me realize that I went overboard with the whole complexity thing. Now, I'm literally gutting the game to make it much more simpler as I have stated in earlier posts. The infection system in the new game will not include the infection screener upgrade. Instead, all of the units will have a new stat field (infection resistance) which will influence the likelihood whether the unit will get infected by a guest (with infection) or not.
Juices will have other uses in the future if the game becomes successful. Originally I planned the game to be only half part management game. The other half would be action (metroidvania). When available, you could send the units on missions for new upgrades, genes for creating new type of units (acquired by beating bosses), etc. But we'll see how things go.
And also, thanks for the idea.