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character-profile-statistics [2020/09/22 23:12]
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-====== Character Profile Statistics ====== 
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-Every generated character in EXODE has a number of statistics in their “profile” that affect numerous aspects of their behavior and the successful completion of tasks. ​ Many stats are there to act as the basis of or background materials for events, reactions and autonomous decisions made by your characters. 
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-Some of these are active when performing an action (Investigation),​ some are triggered or not (Heroism), some are tested to enhance the character (Toughness for physical pain, Courage for fears/other things where courage is necessary) and some others are tested to boost some action (Empathy). ​ Others are there entirely for the event model, such as Drug Addiction, Social Exposure and  Social Closure. ​ Or, some statistics are even related to how nostalgic the character would likely be with Family Ties or the amount of drama which could happen with Romantic Ties. 
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-{{ :​dramallama2.png }} 
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-Often, when a particular profile stat is above or under a specific level, it will generate a visible “trait” that may trigger some “perks”, ​ bonuses or disadvantages. ​ Traits can also influence or even determine behavior in certain situations. ​ In addition, for some colony actions or events, some foundational personality types (e.g. Intellect Type) will give bonuses. 
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-Many stats are hidden in the beginning to prevent people from min/maxing at game launch (and to avoid overloading new players with too many stats at the beginning). Some stats begin revealed (with a fun game flow around it during character creation). ​ Also, during Character Creation, you have an option to "​reveal all stats of that character"​ (but only once per game for only one character). ​ During Station Approach, you have an option to reveal 3 stats of your choice (any stat of any character). Every day in colonization,​ when you login, you can reveal one stat of any character and on some days you may get some kind of "bonus reveal"​ and can reveal more than one.  And, finally, various events can result in the "​reward"​ or "​consequence"​ of auto-revealing a character stat 
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-Note that there are advantages in revealing stats including: 
-  * game tooltips that tell you more about the bonuses you get (such as the one above about characters liking each other), ​ 
-  * potentially better (or worse) prices when selling the character as a colony asset, and  
-  * knowing the personality type of a character is a nice advantage to define their value for some players. 
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-While improving game-play, it may be decided to release many more of these stats to the player, but only when interactivity allows it without breaking the game flow.  For now, this system is to be used behind the curtains, to avoid having players with too much to manage or understand. ​ However, it will act as a base to define some persistence in events you observe (such as disputes between characters, etc) 
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-The complete list of personality stats is as follows: 
-===== FOUNDATIONAL ​ ===== 
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-These stats are used to determine friendship and rivalries among the crew, with values being compatible or not with others. This refined system is anticipated to allow more compatibility in citizens and to estimate if a citizen purchased on the market could be friends with one or more team members he will work with. 
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-**Personality Type** (one of six values from A to F) 
-Personality type aims at being closer in people with compatible types. ​ You have chances to dislike people of same value while appreciating a lot people with 1 point distance (A enjoys B, B likes A and C, etc) and hating people with 3+ points distance (A vs D / E / F).  
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-Romance and love is different however and can happen with any type toward any type, except less chance for same letter. 
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-**Ego Type** (one of six values from A to F) 
-Normally, the closer to A, the more dangerous and narcissistic the person can be; however, persons with F can easily be depressive etc. 
-Also, the higher the ego, the more active toward a possible agenda the person can be.  Note that this is just a demonstration/​gaming model ; with no intent to declare it holding any real truth in real world psychology. 
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-**Intellect Type** (one of six values from A to F) 
-Used in the same way as personality type. 
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-**Agenda Type** (currently one of six types of agenda from A to F) Note, however, that other agenda letters are likely to be "​active"​ in the future. 
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-===== SOCIAL ===== 
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-**Charisma** (used in many situations, like with Citizens) 
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-**Conversation** (used in many situations, like with Citizens) 
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-**Diplomacy** (used in many situations, like with Citizens) 
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-**Empathy** (used in many situations, like with Citizens) 
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-**Family Ties** (the stronger the family ties, the less happy the character will be from the loss of those ties) 
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-**Intimidation** (also used in combat to determine "​taunt"​ and in some actions like Reunite With Crew) 
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-**Leadership** (used in some authority orders like Reunite With Crew) 
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-**Popularity** (also affects morale loss if you lose this crew) 
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-**Social Closure** (how that character appreciates being alone) 
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-**Social Exposure** (how that character appreciates being with others) 
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-** Social/​Religious Ties** (how easily that character makes friends and joins groups such as the Flesh Cult) 
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-===== TACTICAL ===== 
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-**Awareness** (used to detect hostiles, load cargo faster) 
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-**Courage** (increases Taunt but also combat stress resistance) 
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-**Cover** (for self protection) 
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-**Heroism** (can trigger a berserk to save people) 
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-**Manual Dexterity** (used for many actions like Loading Fuel, Loading Cargo) 
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-**[[character-statistic-resistant|Toughness]]** (tough characters survive better for such things as Managing Shields) 
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-**Shooting** (for killing targets) 
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-**Speed** (used for moving between rooms and many actions like Come Back Here, Loading Cargo, Escort Passengers) - Characters with a penalty to speed (like The Kumicho) have the trait of Slow. 
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-**Stealth** 
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-**Tactical Orders** (group bonus if several crewmen) 
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-**Violence** (may increase damage even when shooting -- but could be very problematic for your colony) 
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-===== BEHAVIORAL ===== 
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-**Agitation** (in politics) 
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-**[[character-statistic-discipline|Discipline]]** (one of the most used during evacuation) 
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-**Pro-Federation/​Anti-Federation** (loyalty to 2325 government) 
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-**Investigation** (used to Reunite With Crew ) 
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-**Loyalty/​Disloyal** (to you!) 
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-**Moral Values/Low Morality** 
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-**Narcophile** - likes those drugs just a little too much 
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-**Open Mindedness/​Stubborn** (stubborn characters are low in this and harder to bring back in Reunite With Crew) 
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-**Secret Agenda** (chances to develop a secret plan)