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- Sep 17, 2019
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Preface
I'll keep this suggestion as short as possible, as to save time, but this will be an entirely new system to implement. I do not expect this to be added immediately or any time soon. If it sat in the "Accepted" category for a long time, that's fine. All I ask is that it's looked at for its content and potential instead of "Well we don't have the time for this so it isn't being added." Some concepts will be introduced that are a bit more extra (though immersive), and will be marked in blue.Hygiene and Style
To start this off, 2 new stats are introduced, and are the center of this system:
Hygiene: A measure of bodily cleanliness.
Style: A measure of clothing integrity.
To start this off, 2 new stats are introduced, and are the center of this system:
Hygiene: A measure of bodily cleanliness.
Style: A measure of clothing integrity.
Each stat starts at 3, and ranges from 1 to 5. The number of these stats determines the message that appears when others look at your character. What these messages are will be touched on later.
Over time, these numbers will drop based on conditions that effect both stats. They will also raise depending on maintenance actions taken. We will touch on these conditions now.
Hygiene
Hygiene is obvious. The cleanliness of your character's body. Over time, a character's hygiene will drop as the world slowly makes them more filthy. This should take quite a bit of time. The idea is that a character should need to "wash up" every two hours or so, and will become filthy after 4 hours. The meter is essentially like the water and hunger bar, but doesn't have to be visible on HUD. It could simply be a condition you see on the F1 menu.
Hygiene Conditions
Dirty
Dirty is the initial stage of uncleanliness, and a general warning. It is obtained after two hours from washing up, assuming you were restored to default Hygiene status. Your character might smell of body odor and may look like they've sweated a bit. It places a -1 on the Hygiene stat.
Filthy
Filthy is the final stage of uncleanliness. It is obtained two hours after being "Dirty", given the same conditions as the last one. Your character smells horrible, reeking of body odor, refuse, or any other stench. Your face and hair is marred with dirt or particles. It replaces Dirty, and gives a -2 on the Hygiene stat.
Clean
Clean is the default stage of cleanliness. It is obtained after "washing up" with no bonus items to help. Essentially, dousing yourself in clean water and washing off debris. Your character doesn't smell like anything offensive and their skin is free of marks. It provides no bonus or penalty to the Hygiene stat.
Very Clean
Very Clean is the initial stage of extra cleanliness. It is obtained after "washing up" with a Hygiene Kit in your inventory. A Hygiene Kit is a new item which has X number of uses, and contains a bar of soap and some shampoo. Your character will have pleasent smell, and well off hair. It provides a +1 on the Hygiene stat, reverting to Clean after two hours.
Fresh
Fresh is an alternate and potentially final stage of cleanliness. It is obtained after using a Cosmetic Kit. A Cosmetic Kit is a new item which has 10 uses, and contains perfume (or 'cologne'), hair product, a rudimentary skin care, and make-up for women. Being that it's a luxury, it may be very expensive, if not limited to loyalists. Your character will have a very nice smell, and look very well put together of face and hair. It provides a flat +1 bonus upon Hygiene stat, stacking, but running out after 2 OOC hours and reverting to the state it was used at. It should be noted that using a /clean command or a Hygiene Kit while under the effects of the Cosmetic Kit will remove the effects of it.
Dirty is the initial stage of uncleanliness, and a general warning. It is obtained after two hours from washing up, assuming you were restored to default Hygiene status. Your character might smell of body odor and may look like they've sweated a bit. It places a -1 on the Hygiene stat.
Filthy
Filthy is the final stage of uncleanliness. It is obtained two hours after being "Dirty", given the same conditions as the last one. Your character smells horrible, reeking of body odor, refuse, or any other stench. Your face and hair is marred with dirt or particles. It replaces Dirty, and gives a -2 on the Hygiene stat.
Clean
Clean is the default stage of cleanliness. It is obtained after "washing up" with no bonus items to help. Essentially, dousing yourself in clean water and washing off debris. Your character doesn't smell like anything offensive and their skin is free of marks. It provides no bonus or penalty to the Hygiene stat.
Very Clean
Very Clean is the initial stage of extra cleanliness. It is obtained after "washing up" with a Hygiene Kit in your inventory. A Hygiene Kit is a new item which has X number of uses, and contains a bar of soap and some shampoo. Your character will have pleasent smell, and well off hair. It provides a +1 on the Hygiene stat, reverting to Clean after two hours.
Fresh
Fresh is an alternate and potentially final stage of cleanliness. It is obtained after using a Cosmetic Kit. A Cosmetic Kit is a new item which has 10 uses, and contains perfume (or 'cologne'), hair product, a rudimentary skin care, and make-up for women. Being that it's a luxury, it may be very expensive, if not limited to loyalists. Your character will have a very nice smell, and look very well put together of face and hair. It provides a flat +1 bonus upon Hygiene stat, stacking, but running out after 2 OOC hours and reverting to the state it was used at. It should be noted that using a /clean command or a Hygiene Kit while under the effects of the Cosmetic Kit will remove the effects of it.
How to Raise the Hygiene Stat
To raise the Hygiene Stat, you must enter a zone marked for it. These zones are invisible, and usually placed in restrooms with showers in them. A command is used (/clean?), which will have your character instantly wash themselves to save time. If there is a Hygiene Kit in your inventory, you can use it in this zone to do the same effect as /clean. However, it will consume one durability point of it. Using /clean by itself will set your Hygiene to Clean, while using a Hygiene Kit will set it to Very Clean, which gives you an extra 4 hours before you are Dirty, and a +1 to Hygiene.
Alternatively, you may use a Cosmetic Kit. As explained before, this gives a +1 no matter what state of Hygiene you are at, and can be used anywhere. Used on top of the "Very Clean" state, it gives a +2 bonus in total. The kit lasts two hours, before reverting to the original state you were at before use. Using /clean or a Hygiene Kit while under the effect of a Cosmetic Kit will remove the effects of the Cosmetic Kit entirely. This makes a Cosmetic Kit either a good tool for topping off your Hygiene to the max, or saving face and making yourself presentable when you haven't had time to reach a bath/shower for the short term.
Alternatively, you may use a Cosmetic Kit. As explained before, this gives a +1 no matter what state of Hygiene you are at, and can be used anywhere. Used on top of the "Very Clean" state, it gives a +2 bonus in total. The kit lasts two hours, before reverting to the original state you were at before use. Using /clean or a Hygiene Kit while under the effect of a Cosmetic Kit will remove the effects of the Cosmetic Kit entirely. This makes a Cosmetic Kit either a good tool for topping off your Hygiene to the max, or saving face and making yourself presentable when you haven't had time to reach a bath/shower for the short term.
How to Lower the Hygiene Stat
The Hygiene Stat is lowered over time, normally taking two hours per state of cleanliness. As the system is suggested, this is the only way it is lowered.
Optionally, it may be lowered through other means. These include:
- Getting Hurt, which lowers your Hygiene by a number equal to how much damage you took. A small burn or a single punch won't do much, but getting shot or bloodied seriously lowers your Hygiene by a lot, usually to Filthy status.
- Being in a Gas Zone. These places are usually filthy by themselves, and thus could multiply the speed of which your Hygiene Stat lowers by 1.5 so long as you are in them.
- Using stamina. Running, or swinging a melee weapon, is exertion of the body which creates sweat. This should decrease Hygiene that fast, but completely emptying your stamina bar should do a noticeable hit to your hygiene.
- Having your name in the system when a workshift is ended. This indicates that you did some sort of hard work, which causes sweating. Should be a relatively minor impact though.
Optionally, it may be lowered through other means. These include:
- Getting Hurt, which lowers your Hygiene by a number equal to how much damage you took. A small burn or a single punch won't do much, but getting shot or bloodied seriously lowers your Hygiene by a lot, usually to Filthy status.
- Being in a Gas Zone. These places are usually filthy by themselves, and thus could multiply the speed of which your Hygiene Stat lowers by 1.5 so long as you are in them.
- Using stamina. Running, or swinging a melee weapon, is exertion of the body which creates sweat. This should decrease Hygiene that fast, but completely emptying your stamina bar should do a noticeable hit to your hygiene.
- Having your name in the system when a workshift is ended. This indicates that you did some sort of hard work, which causes sweating. Should be a relatively minor impact though.
Style
Style is how good your clothes are, specifically in how well maintained they are. This is represented in the durability of the clothes you are wearing. What kind of clothes that are worn does not matter. Over time, as the durability of clothes lowers, so to does your Style score. Clothes all start and are bought (unless the store provides otherwise) at 50 durability, which is considered "Normal" quality. It decreases and increases depending on certain things. Style also requires you to also be wearing clothes in the first place. Missing a piece of clothing (except for hats and gloves and other accessories) can drop your score significantly as it is symbolized by you wearing either extremely drab or poor outfits.
We will go over conditions first:
Style Conditions
Unkempt
Unkempt is obtained once you wear one piece of clothing that's at 25% durability. This means your character's clothes are dirty and/or wrinkled. For simplicities sake, all clothes take about 4 hours of OOC time (while logged on) to become dirty, reaching 25 durability from the default 50%. Unkempt places a -1 penalty on your Style stat.
Raggedy
When a piece of clothing you wear reaches 0%, any damage you take (yes, even 1 point of damage) will immediately convert the clothing into "Damaged [Item]". It is essentially the exact same as the normal item from an OOC perspective, but is described as being worn out and torn from use and damage. Damaged Items cannot be recovered via washing them, as washing them will destroy them outright. How to recover damaged clothing is explained later.
When your character wears even one item that is Damaged, they take on the "Raggedy" status. This is because your character is wearing a damaged piece of clothing that is ruining their overall image. Raggedy replaces Unkempt and places a -2 penalty on your Style Stat.
Decent
Normal status is obtained when all your clothing is in the 1%-50% range. This means your character's clothes are maintained, and free of stenches and obvious filth. Normal status incurs no penalty or bonus.
Well-Kept
Well-Kept is obtained once you wear three pieces of clothing that are ABOVE 50% durability. Well-Kept places a +1 bonus on your Style Stat.
Fashionable
Fashionable is obtained once you wear three pieces of clothing that are "Tailored". Tailored clothing is clothing that has had a Sewing Kit (which has multiple uses) used on it at a workbench. This requires a crafting skill of at least 30 as well.
Tailored clothes start at 100% durability (thus giving you the "Well-Kept" status if all three pieces are above 50%), and have the same functions as normal clothes. Wearing three tailored clothes gives you a permanent "Fashionable" +1 bonus to your Style stat. However, they suffer the same conditions as regular clothes, so wearing even one tailored piece of clothing that's at 0% durability will incur a -1 bonus and make you unkempt, cancelling out the +1 bonus. Furthermore, if a tailored piece of clothing becomes damaged, it immediately turns into a "Damaged [Clothing]" piece, thus your character losing the "Fashionable" status and immediately becoming "Raggedy".
Unkempt is obtained once you wear one piece of clothing that's at 25% durability. This means your character's clothes are dirty and/or wrinkled. For simplicities sake, all clothes take about 4 hours of OOC time (while logged on) to become dirty, reaching 25 durability from the default 50%. Unkempt places a -1 penalty on your Style stat.
Raggedy
When a piece of clothing you wear reaches 0%, any damage you take (yes, even 1 point of damage) will immediately convert the clothing into "Damaged [Item]". It is essentially the exact same as the normal item from an OOC perspective, but is described as being worn out and torn from use and damage. Damaged Items cannot be recovered via washing them, as washing them will destroy them outright. How to recover damaged clothing is explained later.
When your character wears even one item that is Damaged, they take on the "Raggedy" status. This is because your character is wearing a damaged piece of clothing that is ruining their overall image. Raggedy replaces Unkempt and places a -2 penalty on your Style Stat.
Decent
Normal status is obtained when all your clothing is in the 1%-50% range. This means your character's clothes are maintained, and free of stenches and obvious filth. Normal status incurs no penalty or bonus.
Well-Kept
Well-Kept is obtained once you wear three pieces of clothing that are ABOVE 50% durability. Well-Kept places a +1 bonus on your Style Stat.
Fashionable
Fashionable is obtained once you wear three pieces of clothing that are "Tailored". Tailored clothing is clothing that has had a Sewing Kit (which has multiple uses) used on it at a workbench. This requires a crafting skill of at least 30 as well.
Tailored clothes start at 100% durability (thus giving you the "Well-Kept" status if all three pieces are above 50%), and have the same functions as normal clothes. Wearing three tailored clothes gives you a permanent "Fashionable" +1 bonus to your Style stat. However, they suffer the same conditions as regular clothes, so wearing even one tailored piece of clothing that's at 0% durability will incur a -1 bonus and make you unkempt, cancelling out the +1 bonus. Furthermore, if a tailored piece of clothing becomes damaged, it immediately turns into a "Damaged [Clothing]" piece, thus your character losing the "Fashionable" status and immediately becoming "Raggedy".
How to Raise Clothing Durability
Raising clothing durability depends on what kind of clothes you have.
Normal/Tailored Clothing
To raise the durability of normal clothes, you have to put said clothes through a Washing Machine. This is a different washer from the scripted one we have that simply accepts a uniform script, and is instead like a work bench. Washing clothes gives no experience to Crafting, but is utilized the same way by opening the Crafting bar. To actually wash it however, you will need Powder Detergent, a cheaper item that has 10 uses before it empties. This gives plenty of time for citizens to gather credits since clothing only needs washing once every 7 or so hours between washes. This raises the clothing items durability to 50%, but cannot raise it above 50%.
To raise clothing above 50%, you will need to run it under a Clothing Iron (A tool), Powder Detergent, and Clothing Starch (A multi-use box that has 10 uses, like Powder Detergent) at a Washing Machine. This is done the same way as washing clothes, but will instead give you 100% durabiltiy to said clothing, which means it will be about 12 OOC in-game and in use before it requires washing. This is seen as starching and ironing your clothes to press them.
The same exact processes apply to Tailored Clothes.
To raise clothing above 50%, you will need to run it under a Clothing Iron (A tool), Powder Detergent, and Clothing Starch (A multi-use box that has 10 uses, like Powder Detergent) at a Washing Machine. This is done the same way as washing clothes, but will instead give you 100% durabiltiy to said clothing, which means it will be about 12 OOC in-game and in use before it requires washing. This is seen as starching and ironing your clothes to press them.
The same exact processes apply to Tailored Clothes.
Damaged Clothing
Damaged Clothing has no durability, but cannot be restored by washing or pressing it like a normal or tailored piece of clothing. To repair damaged clothing, one will need one piece of fabric, a Sewing Kit, and a workbench, as well as 20 in Crafting. Doing this will restore the clothing to a normal piece of clothing at 50% durability.
How to Lower Clothing Durability
Obviously, clothing durability is lowered naturally over time by use. It takes about 3.5 hours (OOC time while on the character while wearing said clothes) to lose 25% durability.
Getting damaged however will significantly lower your clothing durability. Damage to clothing is proportional to health damage (allocated randomly to clothing per hit), and should be made to where anything that does 20 or more damage (bullets, melee weapon wounds, etc.) will turn one piece of clothing at random into damaged clothing regardless of clothing durability. This is from a large tear forming and blood staining the clothes, or burns burning it away. The normal rules still apply however, so that any clothing at 0% durability will become Damaged upon a character taking damage.
Furthermore, being in a Gas Zone can increase the speed to which your clothes deteriorate as they become marred by the environment.
Having low hygiene could also lower the durability of clothes slightly faster, as the filth of the body rubs off onto the clothes.
Getting damaged however will significantly lower your clothing durability. Damage to clothing is proportional to health damage (allocated randomly to clothing per hit), and should be made to where anything that does 20 or more damage (bullets, melee weapon wounds, etc.) will turn one piece of clothing at random into damaged clothing regardless of clothing durability. This is from a large tear forming and blood staining the clothes, or burns burning it away. The normal rules still apply however, so that any clothing at 0% durability will become Damaged upon a character taking damage.
Furthermore, being in a Gas Zone can increase the speed to which your clothes deteriorate as they become marred by the environment.
Having low hygiene could also lower the durability of clothes slightly faster, as the filth of the body rubs off onto the clothes.
Effects of the Hygiene and Style Stat
In the end, the Hygiene and Style stat is used to apply descriptors to a character based on numbers, which can then be used in RP for all sorts of uses. This is a roleplay focused system. While items are used, the end result is to change something about a character that is immediately noticeable by other players.
In the end, the Hygiene and Style stat is used to apply descriptors to a character based on numbers, which can then be used in RP for all sorts of uses. This is a roleplay focused system. While items are used, the end result is to change something about a character that is immediately noticeable by other players.
As has been noted before, Hygiene and Style are the two stats that factor into the message given. Each stat has been designed to give either a penalty of -1 or -2, up to a bonus of +1 or +2. With each stat at a default 3, this drops each stat down to a low of 1 with a -2, all the way up to a 5 with +2. The following describe the status applied:
Statuses
The statuses described above under each stat are what are placed under your character. Simply put, the message is as such:
"Their body is [Hygiene Status]. Their clothes are [Style Status]."
Of course, the status is placed in each spot. THIS IS THE END RESULT OF THIS SUGGESTION, AND WHAT IS BEING CHANGED IN THE VERY END.
It could be also be made where, when a character presses E on a character to see their detailed description, each stat is described depending on what applies to the character. For instance, a character who is Filthy yet Decent will have Filthy described in their extended description (with a full explanation as to what Filthy entails) as well as with Decent clothes.
Conclusion
That's about it for the suggestion. I will keep the reasons as to why this is good down below in another post of mine. I assure you that such a seemingly small end result can have big implications for roleplay, which is really what needs to be improved after all these coding additions.
That's about it for the suggestion. I will keep the reasons as to why this is good down below in another post of mine. I assure you that such a seemingly small end result can have big implications for roleplay, which is really what needs to be improved after all these coding additions.