MacManChomp Posted December 4, 2015 Share Posted December 4, 2015 Disclaimer: This will likely be impossible until we can start working on scripts. Possibly before GECK release if anyone has the know-how, but until someone presents information forward I see no method of modifying existing scripts or adding new scripts. The companion affection system can be a bit hairy at times due to the mechanics of it. Forbes has a nice write-up that makes a valid point: http://www.forbes.com/sites/insertcoin/2015/11/19/companions-are-fallout-4s-best-characters-and-worst-gameplay-mechanic/ The idea of slowly adding companion affection is really what I'm looking at here. As well as eventually adding a page to the pip-boy that shows companion affection stages and progress in a similar fashion to level progress. The basic outlines of the idea would be as follows: Build a time-based or action-based companion affection supply. For example: clearing locations could be a viable way of adding a new affection source, and possibly weighing the amount of affection gained by existing companion preference and/or Charisma level. Or alternatively (and much more simply) create a very slow affection feed from just playing the game with the companion.Create a new page for the pip-boy under DATA for companion affections. (might be possible today, if anyone would like to share information on this subject please do! :smile:)The early development stages would be to find a good balance. From my understanding companion affection is maxed out at 1000 units. 1000 units / 60 minutes would take just under 17 hours of gameplay to max a companion out if you were doing nothing that they liked or disliked at 1 unit per minute. This to me appears to be a viable option for those who would wish to supplement their affection gains, effectively allowing them to ignore some of the dislikes and missed likes so that they might play the way that they enjoy playing the game. Note that this would not allow the player to disregard their companions feelings without making their companion upset, but rather pay a little less attention to it. Another thought along these lines would be to add a Charisma based control over this speed. For example: a player with 1 Charisma might get 10 or 15 companion affection per hour, while a character with 10 Charisma might get 100 per hour. Though re-reading that last sentence makes 10 Charisma sound a little over-powered, especially when some characters can be leveled to 250 or even 500 in only a few hours, making these characters take a single night to reach 100%. In response to the previous point, the idea of a lower cap on the function of this additional or supplemental affection might be valid. Not everyone is going to "love" you for just having them along for the ride. This could break the immersion, so possibly only bring this into effect during the lower side or maybe teeter off at the top to something equal to players Charisma per hour, which would allow players to maintain high affection and without having to leave their companions at home or change their play style to fit the companion. Before commenting on this please understand that what I am looking for is simple, starting a community discussion on balance, flaws, validity of concept and possibly (though not likely at this stage) production methods. From my knowledge of Skyrim modding this seems like something that could be partially pre-written (basic functions and scaling concepts) for release on GECK arrival. I will be somewhat monitoring this thread and generating an outline for the project, so please be helpful in your comments! Another thing to keep in mind is how messy scripts can be when altered, added, or deleted. The script would be best implemented as a perk in my opinion, which would allow the player to remove the perk before uninstalling to clean up the unwanted memory hog that can damage save games. If anyone has any other ideas on this or perhaps some knowledge on how one can make sure that their script is not being wasteful that would be much appreciated. Perhaps a check that looks for the existence of a marker? Sorry if I ramble, but comment away! Link to comment Share on other sites More sharing options...
TeamBacon Posted December 4, 2015 Share Posted December 4, 2015 I like where you are going with this, but in all honesty, I think you are overcomplicating the issue a bit. I personally think the real key is to not have such a limited range of things that get responses, and then to only let any particular action get you a response so many times before it is maxed out. Yes, Strong, I know you don't like power armor, but after the 30th time you have seen me get into my power armor, does it really keep changing the way you think of me... Yes, Cait, I know you are impressed when I pick locks, but you have already seen me do it 100 times, I would think the fascination would wear off by now... Basically, to me the balance of the system just felt like it was too highly reliant of such few areas. I think a good idea would be to brainstorm all the possible actions that could gather likes and dislikes that are not currently in the game, and then work from there. I will start with... Headshots - Who wouldn't find it cool if they got likes from their companion every time they got a critical headshot? Probably just headshots that actually kill the target though, otherwise it would be too much. Link to comment Share on other sites More sharing options...
Danneyo Posted December 4, 2015 Share Posted December 4, 2015 Killing Named Enemies - That would be interesting, like the companion had a positive or negative allegiance towards the person the Player just killed. Link to comment Share on other sites More sharing options...
MacManChomp Posted December 6, 2015 Author Share Posted December 6, 2015 Two great ideas guys. I agree that there should be a point where the dislikes of a particular action should permanently taper off. I'm about ready to cut Strong loose for complaining about me hopping into power armor since I store all of it at the castle and he stays there too. Danneyo: That's right on track with my original thought, though expanded to individual NPC's. My original thought along those lines was to award companion affection only for the actual clearing. Though killing the head honcho seems like a more realistic, and easier to balance concept. And don't worry Bacon I'm not skipping the rest of what you said, that opens a very large door to the world of companion affection. And I agree that some of the higher skilled takedowns should have at least one companion that awards the behavior. I think that so far the trend is pointing to a different method, rather than time-based. Perhaps a kill-based method could be implemented in-stead. This actually sounds like a very good idea, since balance may be easier to achieve and maintain, by essentially flooding the affection meter with more changes. For example: Cait seems to have a good reason for hating raiders, so why shouldn't a small amount of affection be added when killing strong(Legendary?) or named raiders? Whereas Strong is a super-mutant and might have a dislike for killing fellow super-mutants. Link to comment Share on other sites More sharing options...
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