• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Emin3m41

Second Lieutenant
Mar 23, 2021
115
49
I Have been thinking about the new DLC and what I have done it built and manned so many trauma centers that i am not even using this feature at all.

So here is my thoughts on something that could work.

you need 3 sections really Bad - Neutral - Good

Bad - if you fall here you people start getting anguished and the lower it gets the quicker and more people get anguished to the point even a massive load of trauma centres wont hold them all off. you get negative outcomes like you will get a permanent negative while there is a catastrophe, this will hit hard. but also getting random encounters wrong, loosing specialists, failing missions etc. you can also throw in some permanent decreases, maybe options that will do good for the production permanently but cause hope to decrease permanently

Neutral - does what is says on the tin, nothing has happened, you have not got or made any good or bad decisions, you have not got a permanent buffer on your hope and there are not catastrophise present, so you are safe. Neutral means nothing happens people wont have anything good happen but also wont get anguished at all.

Good - if you manage to do really good keep everyone alive, do all the quests without failing them and keep your specialist in tip top shape you start getting good hope, here you will get good things. this could range from specialist find more loot when they go scavenging and can move faster, efficiency for work has a constant boost on it (think how awesome this would be if you are maxed with the hope and then put overtime onto the building), more survivors turn up with good loot etc. and of course as with bad, the higher it goes the more it improves.

Most importantly the hope bar does not move unless something makes it move, like a bad or good decision

you can still have the parties as a temp buffer for when the catastrophise come or if you really muck up your ideas.

few things though, missions need to be able to be failed so you can make a wrong choice where you only have 50/50 if it will work, this could be loosing your specialist as you need him to go into a room full of electricity or the bandits kill him and that's it mission over.

I dont know I think this may make it fun but I would like to know what others think?