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Rebuild Forums • View topic - Getting Nitpicky

Getting Nitpicky

Talk about Sarah's upcoming game in the Rebuild series.

Re: Getting Nitpicky

Postby Ophryon » Mon Dec 09, 2013 10:33 am

You're right, a percent increase to total capacity increase makes soooo much more sense than my +1. I forget that survivors aren't assigned specific living quarters. Although it would make for interesting politics if they could. Who gets to live in the Apartment and who gets stuck in the shanty? :)
Ophryon
 
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Re: Getting Nitpicky

Postby Llapgochmaster » Mon Dec 09, 2013 12:11 pm

Llapgochmaster
 
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Re: Getting Nitpicky

Postby Chah » Tue Dec 10, 2013 4:17 am

Chah
 
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Re: Getting Nitpicky

Postby Chah » Tue Dec 10, 2013 4:26 am

I'm not sure whether micromanaging housing is a good idea or not, but I do think it would be fun if the first thing you do after recruiting new people is to assign them a house to live in.

Like, "You're a religious type? Why don't you move in with Jay and Karen in the trailer park. You'll get along fine"
(Maybe there's a choice to assign a random house to save time if you don't care.)

When Relationships are implemented, it could matter who they share houses with.
It would allow relationships to develop outside of their usual mission teams.
Chah
 
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Re: Getting Nitpicky

Postby Will It Work » Tue Dec 10, 2013 11:33 am

Will It Work
 
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Re: Getting Nitpicky

Postby Chah » Tue Dec 10, 2013 5:07 pm

Chah
 
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Re: Getting Nitpicky

Postby Chah » Tue Dec 10, 2013 5:16 pm

I'm not sure there should be personality types (for the relationships system, etc.) that try to describe who that person is (a Nerd, a Jock, an Outsider, etc.) because it might be grossly oversimplifying people.

But it would be neat to have characters' preferences such as people who like Churches and people who like Bars, without necessarily specifying what kind of personality type that implies. That would mesh with the game system pretty well.
Chah
 
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Re: Getting Nitpicky

Postby Will It Work » Sun Dec 15, 2013 8:50 pm

Will It Work
 
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