In addition to, personality, memory, mood, body structure, and other data sets that are covered in detailed articles, humans have many other properties. This article is just going to mention a few of them to give an idea of what other properties exist, but my aim is to cover these topics in more detail at some point in the future.
- Humans have a variety of physical properties, like height, weight, and eye color. They’ve also got properties to measure physical capacities, like strength and stamina.
- Physical properties play all sorts of roles in action performance. For example, humans with high dexterity tend to excel at marksmanship.
- Physical properties interact with body modeling in many ways.
- Non numeric physical properties play various roles in socialization. Factors like eye and hair color are important aspects of aesthetics and are used extensively in attractiveness calculations. They mesh with the personal preference system and the cultural system in several ways.
- Humans have skill ratings that are associated with various activities. These work with memory data to determine how good an NPC is at performing various tasks. While an NPC might not remember every piece of equipment he’s ever manufactured, his overall skill level will still benefit from past work that he doesn’t remember specifically.
- Humans can equip, wear, and use all sorts of items. These items play many important roles and can greatly increase the functionality of a human. Item types that can be equipped include:
- Wearables (clothing, body armor, helmets).
- Weapons (knives, pistols, rifles, and more).
- Tools (shovels, axes, chainsaws, jack hammers, and more).
Physical Properties Overview
Humans have many physical properties. Most of these are expressed as decimal values that describe how many standard deviations the human is away from average with respect to that property. For example, a human with a stamina rating of -0.61 is 0.61 standard deviations below the human average rating for stamina. Nearly all numerical properties have normal distributions over large populations, so values like +/- 3 are extremely rare.
Many physical properties can change over the life of a human or a creature. The way this works is that living things have base values and current values for properties. The base value describes the entity’s normal value when healthy and unaffected by exogenous factors. The current value represents the property with all modifiers applied. For example, suffering several broken bones in a vehicle wreck will severely dampen a person’s strength rating. Consuming stimulant narcotics can greatly increase strength on a temporary basis. The human’s base strength value, however, remains unaltered. This base value is still used in many places, like trait inheritance calculations for producing offspring.
Physical properties can also change on a longer term basis as a result of activities. Working all day in the mines, busting and hauling rocks, can greatly increase a person’s strength. These strength gains can last for a long time, but the person’s base strength value, which represents their natural inclination for strength, never changes.
Skills are decimal values that describe how good a person is at performing a particular sort of task.
Like physical properties, skills really deserve an article of their own to properly explain. Nearly all skills start at base values of 0.01, indicating no specialized understanding. As an NPC performs actions relating to that skill, its value will increase. Increases in skills yield positive effects in related actions, but the effects themselves vary immensely from skill to skill. Some skills relate to many actions, and some actions require many skills. The main point here is that humans possess ratings that describe how skilled they are at doing all sorts of things, that these ratings increase with experience, and that, coupled with specific memories, they have various positive effects on performing actions.
Humans in OC can also equip all sorts of items, like clothing, weapons, and tools.
Equipment probably deserves a series of articles, as equipment item properties vary immensely, and different types of equipment serve many different purposes. For now, I’ll just note that equipment is extremely important, and that manufacturing quality items and effectively equipping your NPCs are core elements of OC. If we look at the screenshot above, we can see that Arden Kro has a shovel equipped as his current tool, enabling her to (slowly) chip away at a glacier in compliance with digging orders.
Her clothing, however, is completely inappropriate for his environment. Basic shirts, pants, and boots have poor insulation ratings, and she’s going to get very cold very quickly. She should have a heavy coat, thermal leggings, and cold weather boots to be operating on a glacier. Again, this is just one example of the importance of equipment, provided as part of an overview of the subject, but it hopefully gives a general idea of the subject’s importance.