Hmm... what about a "lifetime" Aspiration Meter?

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J. M. Pescado:
The first one doesn't work because it literally takes them FOREVER was they move at like a furlong per fortnight. And the second is just a bad idea because they shouldn't even be allowed access into the kitchen, or you'll be pillaged and trashed, and besides, they don't know WHAT to cook, and so the meal will generally be the WRONG thing that does not fit your fuel input requirements. Honestly, none of them work. Not even "Fight", as they don't tend to actually FIGHT. The only thing which functions at all is the term paper exploit.

Emma:
BTW Pescado, any visitors don't even go in the fridge unless it is a party. I might have a hack to stop them from doing that though, but I doubt it. Party time-I lock the kitchen and the guests eat outside either from the buffet or inventory food I place out there. Normal meet & greet visitors do not go toward the fridge at all. If they are hungry and there is no food available then they piss off home :P

dizzy:
Quote from: J. M. Pescado on 2007 November 28, 06:56:53

What you're THINKING about is the aspirational hoarding meter, which is used for aspirational shiny things. Originally, there was supposed to be some effect for having stocked aspiration points as well, but apparently this was discarded early on.

I think that's about right. What I'm thinking about is making the Influence meter a kind of reservoir for Aspiration. The way it will work is that at various moments of low aspiration, a sim will be able to have an epiphany or realization that drains a certain amount of Influence into Aspiration. However, there will be the danger that if the Aspiration meter climbs *too* high, it will induce a sudden reverse-epiphany and go fully red.  ;D

Singularity:
Quote from: Soylent Sim on 2007 November 27, 02:51:14

Just saying "I want some major change to the game engine that I haven't even fully thought out yet" is BBS behavior and risks leading ot bad gameplay if anyone with power actually picks it up.  What elements that currently are tied up in the basic aspiration levels will apply to daily bar vs. lifetime bar?  What elements will be added to make this worth fleshing out?  At least have the decency to think things through a little before posting.


Well, I never really intended for this to be a request thread.  I suppose what I really wanted to know is if it was even technically feasible (and maybe it is, if I can learn to work with tokens).  If there's an affirmative, or at least not "that's completely impossible", I was thinking of tinkering around with the idea myself.  I know better than to request things of anybody else. ::)

I guess basically I want to have some balanced aspiration mechanic that lies between short-term things like "make new friends" and the LTWs.  Something with a longer-lasting effect, but without making them perma-plat.

Influence is pretty useless right now, but once in a while I make a guest clean or cook, if my sims need extra time for skilling or some other reason.  I don't care so much if it's inefficient since it's free labor. :)

doren:
Quote from: dizzy on 2007 November 28, 20:52:22

Quote from: J. M. Pescado on 2007 November 28, 06:56:53

What you're THINKING about is the aspirational hoarding meter, which is used for aspirational shiny things. Originally, there was supposed to be some effect for having stocked aspiration points as well, but apparently this was discarded early on.

I think that's about right. What I'm thinking about is making the Influence meter a kind of reservoir for Aspiration. The way it will work is that at various moments of low aspiration, a sim will be able to have an epiphany or realization that drains a certain amount of Influence into Aspiration. However, there will be the danger that if the Aspiration meter climbs *too* high, it will induce a sudden reverse-epiphany and go fully red.  ;D


That is an interesting idea and would definitely be more useful than the current influence meter, although I can not find a "psychological" explanation - manic/depressive? endorphine overdose? - why it should go fully into the red. The influence meter would also be drained over time, so if no wants are fulfilled the sim eventually will not be able to draw from past good experiences anymore. It makes sense to me.

So far I hardly ever used the influence, my students often get the want to write a term paper (and I just realised that I may think it's wrong to hand in other people's work - scroungers), with social interactions it usually seems to go horribly wrong (if it works at all, because usually it drops from the menu when the influenced sim can not approach the third one immediately) and it takes ages to complete the influence interaction.
Nina Caliente's husband influenced her to clean the house one time and that was quite funny, given her general character and the way she moved around like a robot when she was "under the influence". I got fed up with it before she was finished cleaning the house though.

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