{%hackmd theme-dark %} # Mood rework *Initial concept by TyrantCerberus#4691 on Discord.* ## The gist "Sanity" and "Mood" will be refactored into two new values, namely Calm and Trauma. ### Trauma Trauma is a representation of all the bad things that have happened to you, such as being hurt, observing corpses, even simply eating bad food. It ranges from 0 to 300, starting at 0 (subject to change) and increasing every time a traumatic experience is... experienced. Every hundred points grants another level of trauma, starting with tier one traumas at 100, working up to who KNOWS what at 300. I believe that these traumas should not be removable through "conventional means" such as brain surgery, as they're emotionally-caused. Possibly causes hallucinations at higher levels of trauma? ### Calm (Name subject to change) Calm is a representation of the calming, soothing, and otherwise mostly positive experiences such as comfortable furniture, good food, and, of course, psychological drugs. It ranges from 0 to 100, and whenever it gets to 100 it proceeds to remove 100 points from the trauma value and removes the top level of trauma. Each calming action will likely have a cooldown, so that people don't just pat a bunch of animals from the holodeck or stand under a warm shower for a long time to get back up to full, or rather NO trauma. ### Quirks Preexisting quirks as well as possibly a few new quirks will have more visible effects on trauma and calm. For example, unstable people's trauma thresholds will be 25 points lower (tier one at 75, tier 2 at 150, etc.,) depressed people will get a reduced amount of calm from pleasant actions, and apathetic people may be less affected by trauma but need more calm to reduce it. ## Random ideas *(Number of question marks indicate far-fetched-ness)* ### Adrenaline?? Having your trauma above (threshold) will generate adrenaline, which will provide a decent anti-stun(?) but will slowly generate damage of some sort, encouraging people to actually try to balance it according to the situation they're in. This, I believe, will make mood more important as being in a bad state for a long time will prove detrimental. ### Giving the psychologist a job? Allowing chemists/doctors to make mood-altering drugs that either reduce the effect of stimulae (mood stabilizers), increase the effect (mood agitators), and make you traumatized or calm would be more cause for it to be a system people actually care about. ### Encouraging talking??? Giving a (very small) boost to mood from talking might be an interesting way of making the mood system slightly more dynamic as well as encouraging conversation (although admittedly people might just go `ASFDIOFJAE` to boost their mood, which could be at least partially remedied by using cooldowns), or conversely causing trauma to occur when someone hasn't heard a human voice speak in a while. (Obviously this would be reversed if you have social anxiety, giving you trauma from speaking with people, and giving you calm when you can't hear anyone.) ###### tags: `Mood`