[Suggestion] Using 'Moodlets' to solve resource prob and others

I have a good idea about how we can solve the problem of what to do when an enemy takes your resources from you.  It also provides some very interesting information for the info cards and also simplifies unit creation.  If you've ever played The Sims 3, you know what the Moodlet system is.  It's an icon that applies some set of bonuses/minuses to your player character (or in this case, your unit).  In Elemental, you almost certainly want to call moodlets something else, but for this discussion, I'll keep using the name.

The moodlet system would work very well in Elemental.  In fact, I would propose that ALL of a unit's stats should be derived from its moodlets.  For example, you might give your unit plate mail, which would give it a "heavily armored" moodlet.  The icon for "heavily armored" (maybe a big breastplate) would show up on the card, and mouse over of the icon would show that this adds 10 to armor (or whatever).  You might also give it training, giving it the veteran moodlet.  Thus, a chevron goes on the info card and mouseover of that shows that 10 hitpoints are provided. 

You could also have a moodlet "level up" tree similar to Civ4's unit leveling.  Perhaps some of your units are better at defending cities than normal.  Or defending the forest, etc.

So, how does this help with enemy resources?  Well, if you don't have a resource, then your unit could just get another moodlet when it's created: "Under equiped" which reduces hitpoints by some percentage.

Moodlets could also be added or removed by the use of spells.  A spell might grant a flying moodlet.  Or an extra hitpoints moodlet.  And a quick mouseover of the card would show where these extra hitpoints are coming from.

So the design would be as follows:

Equipment/Training/Current Conditions yield Moodlets, which in turn yield the unit stats.

1,106 views 5 replies
Reply #1 Top

I'm dead set against this for two reasons;

A.) "Flying", "Armor".. You're describing, essentially, traits, not moodlets (which literally relate to moods [happy, sad, etc])

B.) Moodlets are an abomination which were considered necessary because at the height of sims 2 there were no less than seven bars, five meters, and god knows how many tabbed menus, stats, aspirations and goals. It was difficult for some people to manage.

 

You can simplify lots of things, but unit creation should remain at least as complex as it is.

If you simplify it any more than it's already been simplified, you're not really making units at all, you're just naming various templates. You're actually still doing that, but there would be fewer combinations with a moodlet driven equipment base. You couldnt, for example, just give your guards all leather armor, except their boots, which are iron, and call them the 'Curb Stompers', because what would the moodlet for that be?

 

Is every piece of equipment going to have it's own moodlet? Isnt that going to clog the ui?

etc

 

yeah, not fond of the idea

not fond of moodlets either

whatever you want to call them

 

edit: clearer

Reply #2 Top

I'm not actually sure you can do the iron boot thing, honestly.. the beta doesnt want to launch, but it's not meant to be taken literally anyway. Things are simple enough as they are, unless the moodlets would add a whole new layer to unit creation (like.. like.. an order of monks having been trained to avoid blows, or a catapult with a crew of certified engineers) you'll end up with a very boring game.

 

Reply #3 Top

I concour with the previous posts: this seems just like some sort of an olverly-elaborite (and yet over-simplified) trait system. The blanket "under-equipped" HP reduction is especially jarring.

Reply #4 Top

What you're suggesting reminds me of how Age of Wonders handled unit traits.  As each unit had it's own set of base stats and then it's abilities were determined by a list of fixed named traits.  Similar to how MTG handles the game mechanics on their cards.

I think the idea of being able to tie in resources to specific unit bonuses is a cool idea.  Ex: all units are blessed with a fire shield enchantment.  But upon losing your last fire node the enchantment dispels.  To be honest I'd be a bit perplexed if Stardock didn't already have that sort of system already planned. Since it makes sense.

In terms of attaching ALL of a unit's stats and abilities to Named mechanics, I kinda like how it's being handled currently.  Being able to customize your unit's weaponry and armor is a cool feature.   Though as it is now the differences between choices aren't all that much.   Faster build times/ lower research costs for weaker items and vice versa.   I'd love to see each notch on the tech tree have it's own place throughout the game.   Maybe they already do.  I haven't seen the armor upgrades in the game since the last patch and I didn't get to look at them very thoroughly when they were still in.

Reply #5 Top

"Curb Stompers". Hahahaha. I love it. Fear my iron boot!