Dialouge based on character stats

The place to request or suggest new ideas and features.
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philthymcnasty
Posts: 736
Joined: Wed Apr 10, 2013 11:57 pm

Thu Aug 16, 2018 3:11 pm

Currently outside of special npcs, the only dialogue seems to be based on random personalities and race. What would help with immersion is if the characters stats and skills influenced their dialogue, as well as hunger and health.

If a high toughness character is running through the borderlands, they will be able to comment on how weak the starving bandits are. If a hungry character is near a town, they can say "we should stop at blank for food", and a hurt character would comment on how they need a bed, and complain.

Shek characters would complain about farming, and a group of greenlanders may sing while working the fields.

This would help with immersion, and would help fill in some things that seem to be missing from the game.

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Sol Lignum
Posts: 1085
Joined: Sun Sep 06, 2015 5:56 pm
Location: Mother Russia!
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Thu Aug 16, 2018 4:09 pm

It's actually a feature already. There're quite a few replies based on various injuries, hunger or "strenght" (there's an FCS variable called "is_weaker_then_me") . The issue is, it all has to be handcrafted.

TerrorofKenshi
Posts: 150
Joined: Tue Jun 19, 2018 9:07 pm

Wed Aug 22, 2018 4:32 pm

Yeah, they even have dialogue for having artifical limbs (turned all my peeps in cyborgs :D ). Beeps are the best! "Ho, there fellow skeleton!", skeleton: "...?" :lol:
...and so my legacy continues...

swillo
Posts: 1236
Joined: Tue May 12, 2015 2:00 pm

Thu Aug 23, 2018 2:51 pm

Actually I once asked for a base dialogue that would allow you to ask questions and give the any npc a chance to know the answer. Like "There's a copper source west of here." or if you had a wanted poster you could ask if they knew where the guy was and they would say "Heard he was East of here". That would make bounty hunting really interesting as you could track someone down instead of just randomly bumping into them.

But they have not gotten around to it "yet" ;-)

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