SP - General Medic position in fiefs, Tweak of death rate and Medicine Skill tree related quest

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derkgz

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This is going to be a long suggestion post with a few related suggestions. I leave here the main points:
  • Introduce a medic position in towns or castles. This introduces a new option “Treat Wounds” that it allows you to hire a medic meanwhile in the town or castle and a pay doctor fee to boost the recovery of your health or your troops.
    • A more complex implementation allows the lords and players to leave a clan member as a medic ( Mimicking the “Emissary System” feature but for the medic position )
  • Suggestion of change the death rates to introduce a new state “Heavy injured” for lords or playable characters. After a battle that could mean the death of the lord or playable characters, there is a chance that the lord or lords or playable character gains the “Heavy injured” status instead of dying.
  • Lord or playable characters with the status “Heavy injured” activates a quest “Search for medical treatment”. If the lord or playable characters are not treated by a medic before the deadline given by the quest, the lord or playable characters dies.
In short, the suggestions are meant to introduce some features and related quest to the Medicine skill tree. For that, a suggestion for the death rate is made to enable that features. As a disclaimer, I do not have any knowledge about the actual implementation of the game. But I will try to rationalize the implementation of this suggestions with already implemented features in the game.


Medic position in fiefs

Let start first about the implementation of the new option. When you select “Treat Wounds” option, you remain in the castle or town as in the case of selecting the option “Wait for a while”. The difference is that meanwhile you are waiting with this new option, you have to pay a medic fee and the recovery rate is boosted for the duration.
In addition to give the players a new option to treat the wounds or the wounded soldiers, this can be also a new source of income in towns or castles. As a first practical implementation, it could be introduced that every town and castle have this option by default.

However, a more complex implementation could be made so it can be related to the medical skill tree and the clans members. However, I do not know if they are already implemented features to fully support this idea nor if the game could fully implement this.
Instead of a default option, this version of the implementation allows clans to leave a member as a medic, employing the new implemented feature “Emissary System” but for the medic position. So, the new option is only available if a doctor is present in the town or castle. In this way, the source of income from the medical fee it is split for the town or castle and the medic clan, and thus clans have a new source of income. In addition to that, leaving clans members as medic in towns or castles gives them Medicine Skill xp.
To complete this latter suggestion, the number of medics in a cattle or town can be limited to a certain number. If a spot is available, you can leave a member as medic. Furthermore, a medic can only tread a lord at the time. When a lord ( the AI should be also be able to use this feature) or playable characters selects the “Treat Wounds” option, the available medic are shown a one of them is choosed. The medic fee and the recovery boost for the hired medic will depend on the medicine skill value. Here the complexity is to find a good balance between the medic feec and medic selection. If the medic fee for high skilled medic is to expensive, the most skilled doctos will probably selected less. Then, high skilled doctors could produce less income than low skilled doctors, and that it feels wrong.


Heavy injured status and death rate

In the current version of the game, the death probability rate was decreased to 2% from 10% in. Considering both cases and without taking account characters skills, we have a surviving rate with q=0.98 and a death rate p=1-q=0.02 for the case of 2%, whereas q=0.9 and p=0.1 for the case of 10%. If a character went down “n” battles, the chance of surviving “n” battles is q^n, and the chance of dying is 1 - q^n.

With the new feature, a character have a chance “h” to survive and gain the “Heavy injured” status instead of dying. If this condition is resolved before a deadline, the character survives. To make more simple the analysis, lets consider that the Heavy injured” status is always resolved. Then, the chance of surviving “n” battles is now (q+ p·h) ^n, and the chance of dying is 1 - (q+ p·h) ^n. Now, lets compare the different cases.

Table-death-prob.png


As we can see, with q=0.9 and h=0.8 we have the same dying probability that a plain death rate of 2%. But, now we have a new feature with the “Heavy injured” status.
In addition, the new variable “h” together with "q" can be also used to modify death rate of a character in respect to its skills values or age. In the examples in the table, we can obtain the fisrt case with death rate of 10 % or the second case with death rate of 2 % by setting h=0 or h=0.8. However, the cost is that it is more complex to find the sweet spot for the death parameter settings.


Quest :“Search for medical treatment”

When a character gains “Heavy injured” status, a new quest “Search for medical treatment” is activated. The character must search a medic with a medicine skill equal to X before a deadline. Right now, quests can have a time limit so this could be implemented. Furthermore, the value X for the required medic skill can be related to multiple, and almost infinite, factors like the last hit damage, type of weapon, amor of the character, age of character, etc. The idea is to give a different requirement X so that different cases provides different requirements. Thus, there is some certain cases where is impossible to find a medic before the deadline, for example there is not any medic with the requred value X nearby.

In the case of lords, a new icon could be introduced, like a traditional red cross, that it displays that a lord has this quest active. In the latest beta patch, an icon is shown if a tournament is avaliable. This new feature would be the same, but now for this specific quest and lords. If you find a lord with this quest in the campaign map, you can help him if you have a character in your party with the required medicine skill. If you have multiple characters that satifies the skill requirement, you can select the character that is going to help the lord. As a reward, you gain given amount of denars and you relation with the relation increases since you save his life. In addition to that, you gain Charm xp and the character that you selected to help the lord gains medicine xp.


Summary

Now, I hope you can see how all the three suggestions are related. By introducing the “Heavy injured” status and the quest “Search for medical treatment”, a demand of character with high medicine skills are made. With this new demand, towns or castles can have a new source of income with the Medic position. If the complex implementation of the medic position is considered, clans can also have a new source income by leaving clan members as medics in towns or castles. For the players, it opens new forms of increasing the medicine skills and gain relation to nobles. In addition, it also opens a new way to play as “surgeon character” and following parties in war to treat the wounded after the battle ends.



If you have reached until this point after this long post, thank you for your attention.
 
This is going to be a long suggestion post with a few related suggestions. I leave here the main points:
  • Introduce a medic position in towns or castles. This introduces a new option “Treat Wounds” that it allows you to hire a medic meanwhile in the town or castle and a pay doctor fee to boost the recovery of your health or your troops.
    • A more complex implementation allows the lords and players to leave a clan member as a medic ( Mimicking the “Emissary System” feature but for the medic position )
  • Suggestion of change the death rates to introduce a new state “Heavy injured” for lords or playable characters. After a battle that could mean the death of the lord or playable characters, there is a chance that the lord or lords or playable character gains the “Heavy injured” status instead of dying.
  • Lord or playable characters with the status “Heavy injured” activates a quest “Search for medical treatment”. If the lord or playable characters are not treated by a medic before the deadline given by the quest, the lord or playable characters dies.
In short, the suggestions are meant to introduce some features and related quest to the Medicine skill tree. For that, a suggestion for the death rate is made to enable that features. As a disclaimer, I do not have any knowledge about the actual implementation of the game. But I will try to rationalize the implementation of this suggestions with already implemented features in the game.


Medic position in fiefs

Let start first about the implementation of the new option. When you select “Treat Wounds” option, you remain in the castle or town as in the case of selecting the option “Wait for a while”. The difference is that meanwhile you are waiting with this new option, you have to pay a medic fee and the recovery rate is boosted for the duration.
In addition to give the players a new option to treat the wounds or the wounded soldiers, this can be also a new source of income in towns or castles. As a first practical implementation, it could be introduced that every town and castle have this option by default.

However, a more complex implementation could be made so it can be related to the medical skill tree and the clans members. However, I do not know if they are already implemented features to fully support this idea nor if the game could fully implement this.
Instead of a default option, this version of the implementation allows clans to leave a member as a medic, employing the new implemented feature “Emissary System” but for the medic position. So, the new option is only available if a doctor is present in the town or castle. In this way, the source of income from the medical fee it is split for the town or castle and the medic clan, and thus clans have a new source of income. In addition to that, leaving clans members as medic in towns or castles gives them Medicine Skill xp.
To complete this latter suggestion, the number of medics in a cattle or town can be limited to a certain number. If a spot is available, you can leave a member as medic. Furthermore, a medic can only tread a lord at the time. When a lord ( the AI should be also be able to use this feature) or playable characters selects the “Treat Wounds” option, the available medic are shown a one of them is choosed. The medic fee and the recovery boost for the hired medic will depend on the medicine skill value. Here the complexity is to find a good balance between the medic feec and medic selection. If the medic fee for high skilled medic is to expensive, the most skilled doctos will probably selected less. Then, high skilled doctors could produce less income than low skilled doctors, and that it feels wrong.


Heavy injured status and death rate

In the current version of the game, the death probability rate was decreased to 2% from 10% in. Considering both cases and without taking account characters skills, we have a surviving rate with q=0.98 and a death rate p=1-q=0.02 for the case of 2%, whereas q=0.9 and p=0.1 for the case of 10%. If a character went down “n” battles, the chance of surviving “n” battles is q^n, and the chance of dying is 1 - q^n.

With the new feature, a character have a chance “h” to survive and gain the “Heavy injured” status instead of dying. If this condition is resolved before a deadline, the character survives. To make more simple the analysis, lets consider that the Heavy injured” status is always resolved. Then, the chance of surviving “n” battles is now (q+ p·h) ^n, and the chance of dying is 1 - (q+ p·h) ^n. Now, lets compare the different cases.

Table-death-prob.png


As we can see, with q=0.9 and h=0.8 we have the same dying probability that a plain death rate of 2%. But, now we have a new feature with the “Heavy injured” status.
In addition, the new variable “h” together with "q" can be also used to modify death rate of a character in respect to its skills values or age. In the examples in the table, we can obtain the fisrt case with death rate of 10 % or the second case with death rate of 2 % by setting h=0 or h=0.8. However, the cost is that it is more complex to find the sweet spot for the death parameter settings.


Quest :“Search for medical treatment”

When a character gains “Heavy injured” status, a new quest “Search for medical treatment” is activated. The character must search a medic with a medicine skill equal to X before a deadline. Right now, quests can have a time limit so this could be implemented. Furthermore, the value X for the required medic skill can be related to multiple, and almost infinite, factors like the last hit damage, type of weapon, amor of the character, age of character, etc. The idea is to give a different requirement X so that different cases provides different requirements. Thus, there is some certain cases where is impossible to find a medic before the deadline, for example there is not any medic with the requred value X nearby.

In the case of lords, a new icon could be introduced, like a traditional red cross, that it displays that a lord has this quest active. In the latest beta patch, an icon is shown if a tournament is avaliable. This new feature would be the same, but now for this specific quest and lords. If you find a lord with this quest in the campaign map, you can help him if you have a character in your party with the required medicine skill. If you have multiple characters that satifies the skill requirement, you can select the character that is going to help the lord. As a reward, you gain given amount of denars and you relation with the relation increases since you save his life. In addition to that, you gain Charm xp and the character that you selected to help the lord gains medicine xp.


Summary

Now, I hope you can see how all the three suggestions are related. By introducing the “Heavy injured” status and the quest “Search for medical treatment”, a demand of character with high medicine skills are made. With this new demand, towns or castles can have a new source of income with the Medic position. If the complex implementation of the medic position is considered, clans can also have a new source income by leaving clan members as medics in towns or castles. For the players, it opens new forms of increasing the medicine skills and gain relation to nobles. In addition, it also opens a new way to play as “surgeon character” and following parties in war to treat the wounded after the battle ends.



If you have reached until this point after this long post, thank you for your attention.
+1 to an extent.

I am commenting because you commented on my post. I would be very concerned with a linearly scaling death probability by knockdown. 25 is not many times. Maybe the chance increased every 10 knockdowns. 40% is very high after just 25 knockdowns. I think the calculation needs to be slightly more nuanced, and should factor in certain types of weapons / damage etc.

A player late game with great armor should also have a reduced probability of death versus many weapons when knocked down (but not, for example, from a lance blow to the head. I think there should be glancing blows in the game as well, but i digress).
 
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