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Do you like the idea of the new companions?

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You lazy ass making us do the work! :p
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Author Topic: The companions I'm making  (Read 67659 times)

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manekemaan

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Re: The companions I'm making
« Reply #30 on: June 16, 2011, 08:12:20 AM »
haha :p nice one

Conners

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Re: The companions I'm making
« Reply #31 on: July 14, 2011, 03:34:52 PM »
I say, don't restrict yourselves with only one method :evil:!!!

A bad mindset to get into, if you only go with one of these. If you see a character in some other story that you think would be awesome in SoD, go ahead and use them. If people make suggestions for companion characters, pick out the best ones. Have fascinating characters based off the factions and story, when you are inspired with a particular design (maybe someone from the evil faction who is an entirely different direction of evil, and thinks his people should change to this new way of life). And etc..

One thing I also would like: Please, if oyu have more than 16 good companion ideas, have more than 16 companions! Would be interesting to have to choose which companions (or you can edit the .ini so you can have 20/whatever).

Jammen690

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Re: The companions I'm making
« Reply #32 on: July 14, 2011, 09:58:05 PM »
I say, don't restrict yourselves with only one method :evil:!!!

A bad mindset to get into, if you only go with one of these. If you see a character in some other story that you think would be awesome in SoD, go ahead and use them. If people make suggestions for companion characters, pick out the best ones. Have fascinating characters based off the factions and story, when you are inspired with a particular design (maybe someone from the evil faction who is an entirely different direction of evil, and thinks his people should change to this new way of life). And etc..

One thing I also would like: Please, if oyu have more than 16 good companion ideas, have more than 16 companions! Would be interesting to have to choose which companions (or you can edit the .ini so you can have 20/whatever).
He's not "having" 16 companions, he is adding 16 more.

Conners

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Re: The companions I'm making
« Reply #33 on: July 15, 2011, 02:22:42 AM »
Oopsydaisy :oops:. Wasn't serious with the angry face, BTW--just wanted my reaction to be exaggerated :P.

Glad to hear there's going to be a lot of companion :D. I'll probably edit the TXT and recruit all of them, anyway.

Computica

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Re: The companions I'm making
« Reply #34 on: July 15, 2011, 03:03:57 AM »
I'll probably edit the TXT and recruit all of them, anyway.
In 4.0 you'll have the option to turn off companion bickering but you lose some of the extra benefits you have with it on. Plus if left on you get leadership bonuses and other collective bonuses like a joint tactic skill if left on.


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Daedelus_McGee

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Re: The companions I'm making
« Reply #35 on: July 15, 2011, 05:14:10 AM »
I'll probably edit the TXT and recruit all of them, anyway.
In 4.0 you'll have the option to turn off companion bickering but you lose some of the extra benefits you have with it on. Plus if left on you get leadership bonuses and other collective bonuses like a joint tactic skill if left on.
 
I'm not sure this is a strong draw to the mod. Partly it's the repetition, I've run through the sequences so many times that I'm not getting a lot of joy from them, but I'll admit that there might be some more logic puzzles to play out with new companions.  After a couple of years playing M&B, Warband, SoD, SoD:Warband and other mods the bickering / companion text isn't what brings me back. 

This might be a bigger conversation about mod goals that I missed or hasn't happened yet.  What part of building this mod brings you joy, and what kind of recognition are you seeking? 
"Beware the Boogie Jackal Hat"

Conners

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Re: The companions I'm making
« Reply #36 on: July 15, 2011, 06:27:32 AM »
Well, I don't mind companions bickering... what I do mind, is that often I had hundreds of thousands of gold, we were eating feasts every day (lots of food and lots of variety) I was going to be the all powerful king soon, and we were winning epic battles--yet still they would say, "I'm leaving you, and taking the kids!". It's one thing to leave a party that is doing badly, with a leader you dislike--but it's another to leave your position as second-in-command of the world-conquering army, just because someone stole your pot.

Now, that's how Native handles things. You no doubt have realized these problems from a ways back--just wondering what is in the mod to fix this unbalancedness?

How you might handle this, if you haven't already or haven't sufficiently:
(click to show/hide)
That's the idea, anyways. Not sure how much mileage can be gotten out of these, so take parts you can and leave parts you can't use.

I don't mind companions complaining about each other, it can be neat--but it is COMPLETELY shallow in Native. This feature needs depth, desperately.

Karalas

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Re: The companions I'm making
« Reply #37 on: July 23, 2011, 08:05:52 PM »
Really like that last part about conners. I love companions and would like to have a lot but at the same time I would rather 4 deep companions then 16 shallow disposable companions. I love Warblade and SOD even more but the game doesn't have the most "color." Lots to do in the world not much reason to do it besides to chop people up and take their lands (obviously its enough of a reason.)

I still don't know enough about the story world been to busy doing the chopping up to help you write out full details or to post in depth ones anyways that you could decide to use  once I get more aquainted with the game world though will defnitley shoot you more detailed ideas for now though I just want to say some general archetypes that if cleverly written would be well recieved by probaly just about everyone. And before people say they are stereotypes well every character has been concieved ins tory telling anyways its the story themself that makes them unique.

1. The Native Scout, was the first mentioned in this thread and with the game setting really think its a no brainer. Due to worlds like this always having that character though is probaly the hardest companion to due right so that it will feel unique.

2. The disgraced fortune seeker. Another one that was suggested in the thread whether it be a merchant who imbezzled his company into the ground and is seeking saftey in the new lands away from the assasination attempts of the people he sank with him or the disgrace Count who was caught sleeping with the King's wife and managed to get away before losing his head and is now trying to rebuild his status in the new land. Lots of different ways a fortune seeker can be done in fact several can be done without people even realizing they are all the same archetype.

3. The peacemaker. This one I think would work best with a Vilaneese person who is against think it's natural philosophy(the tech religion). That way he is not a full fledge tree hugger just hates what firearms are doing to the world and go against the old gods honorable combat and all that. Things like having pistolers in your army will slowly drag down his morale, same with you using one. Also wouldn't join you if you worshipped natural philosophy (not sure if that can be coded unless he started off with -max relation with that religion not sure how this game is coded or what has been coded or how easy or hard that would be to code)

4. Again as mentioned some quirky specialists. A master surgeon for example who actually prefers the bloody massacres instead of you wiping the floor with the enemy as it gives them more oppurtunity to practice their trade. A gourmet chef that maybe has lower one or two lower stat points but wants to travel with the army to practice cooking and gives a passive buff that is on a small multiple to your food morale (the multiple would be the more variety) i.e. 2 types of food morale is 1x  4 types of food morale gained is 1.5x 8 types of food morale is 2x. Not sure where the balance level would be for it or if it is even possible to code that either.

5. And finaly one truley evil companion. Who is always pushing you to rape, kill, and plunder and gets quite upset at you being an honorable person. Like number one a very hard one to do right. Everyone talks about how awesome Sephiroth is, but really he was such a shallow villian. You have to give them some humor, or quirks make them truley likeable as a villian instead of some emo kid. Examples being Magneto, Triple H, Grendel (from the book of the same name telling the story of Beowulf from Grendel's point of view), the assasian robot from KotoR. (and yes I know Triple H is a profesion wrestler, but he has become one of the biggest names in that buisness and has done it playing almost soley a heel.) I think the roman looking faction would work well for the base model of the companion because well their armor just looks "villian."

6. One or two companions that don't appear until after the invasion and have recruitment requirements would be nice as well. You know lets say a master musketman who only shows up after invasion day (I bring up invasion day because Comp has talked about in a future release adding it) who will only appear if you have either not yet recruited the peacemaker or have recruited him and he left you. Said companion will join up with you but loses rep with you every week till you hunt down the peacemaker and kill him. I know that one would probaly be a pain in the ass to code. I guess you would have to enable a "Duel to the death option" with the peacemaker that is only available if the gunman was in your current army.

Again just some thoughts. I know nothing about coding and none of it is fleshed out but there it all is.

Dragonor

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Re: The companions I'm making
« Reply #38 on: July 25, 2011, 07:07:16 PM »
How about a couple of companions who know each other before they joined your party?

I always found it a bit odd that all the companions have likes or dislikes of other companions but they all seem as though they meet for the first time when they are brought into your party. Just thought it would give a little more life to the world if the random stories they tell actually had to do with when they met each other outside of your party.

You could also have companions who wouldn't join your party if certain companions were already in it.

Jellosnark

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Re: The companions I'm making
« Reply #39 on: July 27, 2011, 08:49:53 AM »
I think a mix of all the options would be great. That way people could hunt down the different companions and have nice big basket of fruit. I love variety, because it lets me play the game differently each game with different companions with different backgrounds.

MasterFlux

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Re: The companions I'm making
« Reply #40 on: August 20, 2011, 02:47:42 PM »
A companion i'd like would be a weak peasant that you can transform into a knight/warrior/captain mercenary or someone that has a bit of an upgrade tree like perks you can activate for him/her. How the democracy in sod 5 was with the 4 pages of perks but make it more of a list and once you activate them you cant go back, meaningful perks like "does twice the damage but lacks more speed - makes the character bigger in scale but not fat" or perks like "battle scars - your companion endures a lot more but has bear scars or something" sure you could just level him up and and change his looks but it wont have much of a 'kool' impact like the democracy was

HopeSlayer

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Re: The companions I'm making
« Reply #41 on: August 23, 2011, 02:04:08 AM »
hmm... well. Companions always complain and or tell a story... but nothing ever comes of their story/feuds..

If they hate said faction so bad why arn't they trying to convince/provoke a war between you and that said faction.
or starting a squable with another compainion.. I would rofl to see 2 compains just start slapping eachother XD


With that. I return.. I was gone for like a year.. glad to see sod is still kickin' it lol

MasterFlux

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Re: The companions I'm making
« Reply #42 on: August 23, 2011, 10:36:16 AM »
I'd like to have maybe more than 16 depending on the size of the map, cuz i'd doubt that in a town there'd be nobody wanting to join some lord on a advantage that will pay you to fight, to me it sounds like a good deal, to a peasant its a deal already made.. I'm not saying add peasants as companions, im saying give a couple of companions backstories of peasants and being rebellious.. And with some companions have a mission to be able to unlock them... perhaps lead a rebellion against a feared lord of the town and storm the castle with a horde of people with pitchforks.. and you unlock the peasant thats second in command of the rebellion as a campanion... This could get frustrating if you just want a companion so perhaps make it optional

manekemaan

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Re: The companions I'm making
« Reply #43 on: August 24, 2011, 06:51:39 PM »
hmm... well. Companions always complain and or tell a story... but nothing ever comes of their story/feuds..

If they hate said faction so bad why arn't they trying to convince/provoke a war between you and that said faction.
or starting a squable with another compainion.. I would rofl to see 2 compains just start slapping eachother XD


With that. I return.. I was gone for like a year.. glad to see sod is still kickin' it lol


try the wedding dance, if companions start whining you can just let them fight each other and be done with it.

LordRichRich

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Re: The companions I'm making
« Reply #44 on: September 09, 2011, 04:42:16 PM »
Building on the idea of cimpanions knowing each other, could you hire say a trio or a duo of companions who grew up together etc. Could build a really nice back story around that :)

And, if possible, a "random" named companion (maybe a few) who joins your party and in one of the battles you fight he turns on you and tries to kill you. Completely random, say 10% per battle?, that he tries to kill you. If you kill him, you reclaim all his stuff and it gets dead ended, if you knock him uncouncious you can interogate him after the battle ad if he kills you you fall unconcious, he escapes (and you can "rehire" him. A different person with a new name and face) and the battle must be fought to its end.

Another idea is a very head strong character who, if you annoy or lose too many baatles, challenges you for rule of your party. Depending on party morale, your troops can capture him (then release or execute, release you can rehire him say 6 weeks later with no chance of him doing it again) or he challenges you to fight. If you lose, he takes everything but your personal equipment, some of your food and 50% of your gold. The other companions are dispersed to taverns again. The rebel NPC is hostile to you immediatly. You can fight him in 1 vs 1 or attempt to destroy his army. If you fight him 1 vs 1, and you win you regain your party, gold and supples + an extra 5% gold on what he took per week he was in command from party (through raiding etc). If you destroy his army you get the gold equivalent of the price of each man you kill. Those you knock uncouncious can be killed. Regain your gold and supplies. When you find your first companion again it would be good if you could send them to re-find all your compains, 1 week per companion.

I know these are harsh but I truly don't think there are enough crippling, soul destroying, throwyourkeyboardoutthewindow, moments in most mods. You're too nice, be evil >:D