Darkwind - Viewing Topic: Aging
Welcome Guest! » Darkwind » Announcements » Game Announcements » Aging

Pages: << prev 1, 2, 3, 4 next >> Reply to Topic Create New Topic Create New Poll
Aging
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,780
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Nice idea Seiler, yeah. I think strength etc. should drop though, the character shouldn't just be at full strength one day and dead the next. TK's modification of the idea is good.

I'll have a look at the numbers and still get it to lead to an average life expectency of about 45 though, for someone who does a moderate amount of activity but doesn't have any major injuries during their career.
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 16, 2009, 8:44 pm
Seiler
Pestilence
Darkwind Guru

Renegade

Member Level

Group: Storytellers
Posts: 946
Joined: Apr 29, 2007

Send an email to Seiler Send a personal messsage to Seiler Reply with a quote from this post Go to the top of the page

Yup, agree completely, I like the way people think around here :)
.........................
vet deathrceL1 wv

Posted Feb 16, 2009, 8:49 pm
Manx Bartlet
Dementia
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 26
Joined: Jul 30, 2008

Send an email to Manx Bartlet Send a personal messsage to Manx Bartlet Reply with a quote from this post Go to the top of the page

Shark said:


If someone 60+ gives me life advice I'm a lot more likely to seriously consider what they have to say then what one of my (18-22) year old friends have to say.



I would call this Wisdom rather than Leadership.  My thought is that Leadership is independent of age, especially in an era when people die relatively young.  Alexander the Great was 20ish when he became king and led men into battle years before that.
.........................
vet wv

Posted Feb 16, 2009, 8:50 pm
Kelaparan
Hungry Hyenas
Autodueller

Renegade

Member Level

Group: Members
Posts: 288
Joined: May 22, 2007

Send an email to Kelaparan Send a personal messsage to Kelaparan Reply with a quote from this post Go to the top of the page

One of the quibbles I do have with aging is with regards to being inactive. Someone like me, returning after almost 2 years comes back to find almost all the characters heavily aged. Most are close to the 30s mark now.

If I had remained a subscriber and not played for 2 years, I would at least get the benefits of 100 training cycles. But that balances nicely with aging and the maintenance costs on crew and property.

However, if you are a former subscriber who turns into a non-subscriber, given enough inactivity the eager teens and seasoned veterans you left behind will have turned into a bunch of feeble old men. There is very little incentive for a former subscriber to return as you would pretty much have to rebuild your crew from scratch - the only advantage would be whatever property you happened to have when you left. A big plus, but your cars are meaningless without a crew to depend on.

I would suggest that aging (no matter how unrealistic) be suspended when inactive, either due to choice by the vacation button or status as non-subscriber.
.........................
vet

Posted Feb 16, 2009, 9:05 pm Last edited Feb 16, 2009, 9:06 pm by Kelaparan
*Longo*
Longos Merry Men
Darkwind Guru

Mutants Faction

Avatar

Member Level

Group: Marshals
Posts: 6,659
Joined: Dec 15, 2007

Send an email to *Longo* Send a personal messsage to *Longo* Reply with a quote from this post Go to the top of the page

I , of course dont like the aging idea at all. Its already dang hard to survive in Evan. Kelaparan also makes some great arguments.... I forsee much fewer players coming out of retirement with this change.
.........................
vet combatL1 ped1 paintladder semiprocombat ped2 wv pvp4 pvp1 gwped paintball pvp3 pvp5 slay2013 marshal circuit2 combat1 e2g raceL1 gwextrav gateautumn pvp2 triangle1

Posted Feb 16, 2009, 11:51 pm
*Lugal*
Luna Sea
Darkwind Guru

Renegade

Member Level

Group: Marshals
Posts: 2,246
Joined: Jan 27, 2008

Send an email to *Lugal* Send a personal messsage to *Lugal* Reply with a quote from this post Go to the top of the page

I like the idea of aging, and I think it's something we should have in game.

One thing to bear in mind is that most characters aren't going to live long enough to even notice any effects of aging.

I really like Seiler and Tk's suggestions.

Kelaparan brings up a good point - Vacation Mode should also halt aging. That way people can chose to benefit from training but suffer aging, or 'pause' their characters until they can come back.
.........................
vet marshal wv

Posted Feb 17, 2009, 1:33 am
Seiler
Pestilence
Darkwind Guru

Renegade

Member Level

Group: Storytellers
Posts: 946
Joined: Apr 29, 2007

Send an email to Seiler Send a personal messsage to Seiler Reply with a quote from this post Go to the top of the page

One other suggestion...

Is there a way for young chars to improve their stats as they age? 17 is definitely not a physical peak... Perhaps we could have chars with over 100% on the scale increase their stats somehow?
.........................
vet deathrceL1 wv

Posted Feb 17, 2009, 3:01 am
Philyn
Holy Mutant Death Squad
Autodueller

Badlands Truckstop Faction

Member Level

Group: Members
Posts: 303
Joined: Nov 1, 2008

Send an email to Philyn Send a personal messsage to Philyn Reply with a quote from this post Go to the top of the page

I am fairly new to the game and have no one near retirement but I can see it could be rough to see a ganger go. One idea I have to make the death of a charter less painful is to be able to have a child who has a above average skill in what the parent has trained in the most.

Philyn
.........................
vet gwped wv northernsummer

Posted Feb 17, 2009, 5:29 am
Kime Dennory
Weasel Works
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 725
Joined: Aug 8, 2008

Send an email to Kime Dennory Send a personal messsage to Kime Dennory Reply with a quote from this post Go to the top of the page

Same thing occurred to me.

I'm playing a fair amount, but it's almost 100% just running missions, because I only have 15 minutes at a time to play. I get very few scouts in, and not many events either. I don't see that changing except for a week here and there, at least not for quite a while.

In other games, I can progress at my own rate, and eventually have the ability to visit the more advanced places. In Darkwind, there's a minimum amount of skill you really need for some of the more advanced places, but my characters are likely to be well into their 30s by the time they get there, and losing ability. (Except for scouting skill, due to the mission running.)

I don't have any answers, but it seems like just another nail in the coffin of occasional players.

-KD
.........................
vet

Posted Feb 17, 2009, 5:31 am
Marrkos
88 MPH
Darkwind Guru

Renegade

Avatar

Member Level

Group: Members
Posts: 3,711
Joined: Mar 28, 2006

Send an email to Marrkos Visit Marrkos's web site Send a personal messsage to Marrkos Reply with a quote from this post Go to the top of the page

I wouldn't make it a parent-child relationship, but one of teacher-student or vet-rookie.

Not sure how it could be set up, but allow some intra-gang training to take place particularly (solely?) from members over a certain age to members below a certain age.

Perhaps the vet's level in a skill determines how much can be passed on to the rookie.

Just off the top of my head.

.........................
vet wv community

Posted Feb 17, 2009, 5:39 am
Seiler
Pestilence
Darkwind Guru

Renegade

Member Level

Group: Storytellers
Posts: 946
Joined: Apr 29, 2007

Send an email to Seiler Send a personal messsage to Seiler Reply with a quote from this post Go to the top of the page

Had a gang focus sorta like this...

Logan's Run:
  Older folk have to make room for youth.  At age 25, these gangmembers are forcibly "retired," but their youthful protege has been training under them for years, and posesses 50% of the skills of the deceased "retired" elder, and 110% of the old character's attributes (strength, speed, etc...)


Gang Focuses
.........................
vet deathrceL1 wv

Posted Feb 17, 2009, 6:20 am
Marrkos
88 MPH
Darkwind Guru

Renegade

Avatar

Member Level

Group: Members
Posts: 3,711
Joined: Mar 28, 2006

Send an email to Marrkos Visit Marrkos's web site Send a personal messsage to Marrkos Reply with a quote from this post Go to the top of the page

Yeah, but I was thinking it could be implemented in a way that would make being away not as crippling.
.........................
vet wv community

Posted Feb 17, 2009, 6:39 am
Seiler
Pestilence
Darkwind Guru

Renegade

Member Level

Group: Storytellers
Posts: 946
Joined: Apr 29, 2007

Send an email to Seiler Send a personal messsage to Seiler Reply with a quote from this post Go to the top of the page

I think Kela's suggestion on that is best, vacation mode stops everything, like being frozen in time. Seems like that should work out best for everyone... Only 1 fear....just go into vacation mode before teh year and you'll prevent aging....
.........................
vet deathrceL1 wv

Posted Feb 17, 2009, 7:14 am
*sam*
The Salthill Sluggerz
Darkwind Guru

Renegade

Avatar

Member Level

Group: Lead Developer
Posts: 16,780
Joined: Jan 19, 2006

Send an email to *sam* Send a personal messsage to *sam* Reply with a quote from this post Go to the top of the page

Quote:
I think Kela's suggestion on that is best, vacation mode stops everything, like being frozen in time. Seems like that should work out best for everyone... Only 1 fear....just go into vacation mode before teh year and you'll prevent aging....


Yeah, this seems reasonable. Rather than vacation mode though (which is, as you say, cheatable), we could just have the servers identify how many events your characters have been in over the past 12 weeks, and if it's less than (say) 4 events, then your characters don't age...?

In terms of the "casual player" problem -- I could certainly reduce the effect of age on its own, and put more emphasis on the combined effect of age and injuries/rad poisoning. So a character who doesn't do very much will expect to live well into their 50s, while a really active one will likely expire in their early 40s?

Quote:
I , of course dont like the aging idea at all. Its already dang hard to survive in Evan.


No-one lives forever. The way I'd tend to look at this is, a character dying from natural causes is a "winner". The goal should be to be top of the Hall of Fame, which is essentially a "high score table".

Have you ever played football management games? Aging is a very important part of those and it adds a lot of tactical depth. You continually need to bring through your youth element, and as the aging players start to reduce in skill they gain a sort of heroic bitter-sweet status. It's the human condition, or something.

Anyway.... what about if older skilled characters automatically become mentors in your gang, and help the young guys improve their skills...?
.........................
marshal vet deathrce1 paintladder combat1 wv ped1 cont slay2013

Posted Feb 17, 2009, 8:59 am Last edited Feb 17, 2009, 9:05 am by *sam*
*Tinker*
BibleThumpers Anonymous
Darkwind Guru

Mutants Faction

Member Level

Group: Marshals + Contributors
Posts: 4,546
Joined: Aug 1, 2008

Send an email to *Tinker* Send a personal messsage to *Tinker* Reply with a quote from this post Go to the top of the page

*sam* said:
Anyway.... what about if older skilled characters automatically become mentors in your gang, and help the young guys improve their skills...?


Yea that sounds great, i.e a high scout, for example, could pass on his/her knowledge in scouting to the gangsters in their town in the last year or two of their lives? via a new mentor specialism
.........................
vet marshal wv pvp3 zom circuit2 pvp1 cont

Posted Feb 17, 2009, 11:41 am Last edited Feb 17, 2009, 11:41 am by *Tinker*
Manx Bartlet
Dementia
Sunday Driver

Renegade

Member Level

Group: Members
Posts: 26
Joined: Jul 30, 2008

Send an email to Manx Bartlet Send a personal messsage to Manx Bartlet Reply with a quote from this post Go to the top of the page

*Tinker* said:

Yea that sounds great, i.e a high scout, for example, could pass on his/her knowledge in scouting to the gangsters in their town in the last year or two of their lives? via a new mentor specialism


This lends a lot more credence to the gang being a way to maintain continuity of play.  Could possibly only allow a character of a certain age with the highest score in one ability to give a bonus to characters with that ability.

This could make for gangs becoming 'specialist gangs' over time if they wanted.  So and so's gang turn out some of the best heavy gunners for instance.
.........................
vet wv

Posted Feb 17, 2009, 12:32 pm
darthspanky
McSPANKYS LOLLIPOP GANSTAS
Darkwind Guru

Anarchists Faction

Member Level

Group: Subscribers
Posts: 4,008
Joined: Jul 29, 2007

Send a personal messsage to darthspanky Reply with a quote from this post Go to the top of the page

i like the idea of a total health score with certain points being permanently removed from injuries, sickness, loss of limbs.we still should loose ability points' just not dying when 1 gets to 0, maybe even bigger losses in skill points or a lowering of the skill cap. but most of my gang studys medic skill i would love to see some use for this, maybe this could be a way to encourage more first aid training they live longer?

the ideas of headquaters awhile ago was a good one imo. do it like a camp except ya can build as much buildings as ya want wherever ya want, can train yer own guys in yer hq depending on how good yer gang is in any certain skill. can use like a mr rating for camps to determin yer scores for all yer gangs skills gunnery, first aid, scouting. ect.. to determin yer score this could be used to tell how good you can train yer gang each week, maybe even crosstrain with another gang who may have better scouters than you but you have better drivers. players could train and pay each other instrad of npc? another way could be to allow for the highest rated scout if hes already maxed out in scouting to pass it to the next guy intead of nobody getting it cause the scout was the highest and maxed out in skill.
.........................
vet paintball wv1,0,1

Posted Feb 17, 2009, 2:13 pm Last edited Feb 17, 2009, 2:36 pm by darthspanky
Kime Dennory
Weasel Works
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 725
Joined: Aug 8, 2008

Send an email to Kime Dennory Send a personal messsage to Kime Dennory Reply with a quote from this post Go to the top of the page

I love these three ideas:

Age + activity are what gets you, so less activity and you suffer the effects of age less.

If you go a full week (database update to database update) without playing a single event of any kind (including travels where there are no actual encounters) your characters don't age at all. (This wouldn't help ME in any way, since I almost always do something every week, but I think it's unfair that people's guys age if they're not playing at all. And I don't have a problem with people who don't play at all for a year coming back to pretty well-trained characters: after all, they've paid for DW for a year and they've never played... if you like darkwind, would you really do that on purpose?)

And older characters acting as mentors. Either assigned (train, learn from Fred 'Pinhead' Jackson rather than learn from training center) or just as a natural consequence of there being mentors in the group. If they are assigned, then people who go out scouting with their mentor should, if their mentor uses their skill in the scout, have a chance of gaining skill.

Maybe 'mentoring' should, in fact now that I think about it I think strongly that it should be, a leadership spec. Motivator motivates the whole gang a little bit, mentoring allows people who are lower in skill than the mentor to learn faster up to a certain percentage of that character's skill. The amount that mentoring helps is dependent upon the percentage of the mentor's skill that the student has and the level of the mentoring spec, and is a curve. At lvl 1, it should be max speed at up to say 10% and should help up to 50%, say. Lvl 2, max up to 20% and help up to 75%, and level three would be max up to 30% and curve down to 0 at 90%.

You could use that whether you used assigned mentoring or just people learning from people in the same location.

-KD
.........................
vet

Posted Feb 17, 2009, 8:35 pm Last edited Feb 17, 2009, 8:41 pm by Kime Dennory
Bytten
The Bytten Squad
Autodueller

Renegade

Member Level

Group: Members
Posts: 449
Joined: Oct 23, 2008

Send an email to Bytten Visit Bytten's web site Send a personal messsage to Bytten Reply with a quote from this post Go to the top of the page

The problem with aging in relation to activity is that some gang members get more use than others. Will they age at different rates? Or should aging be averaged out over the entire gang?
.........................
vet wv

Posted Feb 17, 2009, 9:11 pm
Whiskey
Whiskey Runners
Darkwind Guru

Renegade

Member Level

Group: Members
Posts: 691
Joined: Sep 19, 2008

Send an email to Whiskey Send a personal messsage to Whiskey Reply with a quote from this post Go to the top of the page

Bytten said:
The problem with aging in relation to activity is that some gang members get more use than others. Will they age at different rates? Or should aging be averaged out over the entire gang?


Active gangers are out in the wilderness more, exposed to more radiation, tend to get injured more often, etc.  As Indiana Jones said in Raiders of the Lost Ark, "It isn't the age.  It's the mileage."

Someone who has a gang that is inactive for a long period would still get older but they wouldn't be getting all the other hits to their health.

Depending on how Sam implements aging, it could be that infrequently used gangers might live well into their 40s or 50s before age took its toll.  On the other hand, those who spend every available travel hour in the wilderness, take radiation poisoning from footsquad travel, and have had their internal organs shot up numerous times might die in the late 20s or 30s.

To be fair, because the aging algorithm hasn't been active in the game, all current gangers probably should start out as if their health was that of a 20 year old (or their current age whichever is less).
.........................
vet wv

Posted Feb 17, 2009, 9:33 pm Last edited Feb 17, 2009, 9:39 pm by TKWPrime
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » Announcements » Game Announcements » Aging

0.131 seconds - 30 queries - 0.22 load