(Image info-graphic in the bottom to help better explain)
It is extremely maddening and utterly boring when you went through a lot of trouble to capture someone specific to transfer to someone else in a barter or use its freedom as a diplomatic tool and after a few minutes after a HARD battle, they just disappear from your prisoner list.
It is as if we are FORCED to ransom, kill or release someone, with no other option besides those unless it is done almost immediately after capture.
All the more so when it happens during a siege, where you defended, had a victory, continued the siege and before the siege ends, your captive already escaped.
As such, I thought over a few suggestions for a make over in the hero prisoners system, both as captive and captor.
This also doubles as a small balancing fix for the current hideout system.
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Instead of magically escaping and disappearing, a "mini-game" of the sorts. Its difficulty relative to how many prisoners(besides the heroes) you have and how close to full you are in matters of how many prisoners you can have before reaching your limit.
The trigger of this mini-game would be the exact same as what makes a heroes disappear from captivity currently, just instead of escaping and disappearing this would be triggered.
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1 As a captor:
The hero or heroes sharing a same faction, of allied factions or with good relation among them would try to escape together in the same mini-game.
It is basically the same as the current hideout, only the opposite and the prisoners AI objective priority is A) Stay close to their allies, B) Fight those that get too close and C) Escape outside of map bounds.
Your troops be scattered around similarly to how bandits are in hideouts in a map that depends on your current location nut looks as either a makeshift camp or the castle/town/village you are currently waiting in, and the time of day would be possible at any time but with higher chances of happening at night time.
You would not be able to give order to your troops, they would react by themselves, only to your companions, as if everyone got caught by surprise and chain of command is broken due to confusion.
If you have horses in your inventory that the heroes are able to use, they would use one of them and their weapons would be only spare weapons within your inventory as well, same to a few non-hero prisoner troops "helping them" escaping together.
Just like a battle, the non-heroes would have a chance to die and only be wounded and if wounded, they are captured again.
Those that escape appear on the world map slightly away from you in the numbers and troops they escaped, with how many and exactly the items they escaped and only "disappear" if they get out of your field of view, concluding the escape. So until then, you can recapture them by engaging.
The number of your troops scattered would be slightly limited to the number of escapees in a rate of 1 to 5 or 1 to 7.5(this would also be applied to hideout ambushes, so that you can bring inside up to 1/5th of the number of soldiers inside the hideout, picking which troops you want to bring in the same type of window as filling a castle/town garrison with a maximum limit or when you delegate a mission to a companion)
______________________________________________________________________________________________________________________
2 As a captive:
The counter part of when you are the captor, prevent prisoners from escaping, when you are a captive instead, escaping yourself, you would begin in the world map, choosing which time of the day you are gonna escape when the current auto-escape trigger happens. Still within your cell your cell in a map of the inside of the dungeon or that captives cells within the camp of the army, you would have a mini-game to convince one guard out of several to help you escape, as well as the other captives to escape together with you.
After that, you would begin a situation similar to the current bandit's hideouts, except you objective is to escape out of bounds from the battle map.
You will have no weapon and only a prisoner's clothes. But close to the cell you'd be able to find a weapon's stash and short after, with a small fight with very little NPCs, a stable.
Just as in the captor's bit, the AI of the other captives would follow the same priority list, except that if you stray to far from them, they will disregard you, and if you escape while too far from them, you will spawn in the map as a single unit party with only 1 unit, you. Possibly another party of the other captives that also escaped.
You would then begin to run away from your captors in the world map and try to find your way to safety.
If you fail too many times in convincing the guards to let you go, you would be returned to the world map, following your captors, which soon after would proceed to ransom you, which would make spawn somewhere random in the map.
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
deGoucan Scrolls Index
It is extremely maddening and utterly boring when you went through a lot of trouble to capture someone specific to transfer to someone else in a barter or use its freedom as a diplomatic tool and after a few minutes after a HARD battle, they just disappear from your prisoner list.
It is as if we are FORCED to ransom, kill or release someone, with no other option besides those unless it is done almost immediately after capture.
All the more so when it happens during a siege, where you defended, had a victory, continued the siege and before the siege ends, your captive already escaped.
As such, I thought over a few suggestions for a make over in the hero prisoners system, both as captive and captor.
This also doubles as a small balancing fix for the current hideout system.
______________________________________________________________________________________________________________________
Instead of magically escaping and disappearing, a "mini-game" of the sorts. Its difficulty relative to how many prisoners(besides the heroes) you have and how close to full you are in matters of how many prisoners you can have before reaching your limit.
The trigger of this mini-game would be the exact same as what makes a heroes disappear from captivity currently, just instead of escaping and disappearing this would be triggered.
______________________________________________________________________________________________________________________
1 As a captor:
The hero or heroes sharing a same faction, of allied factions or with good relation among them would try to escape together in the same mini-game.
It is basically the same as the current hideout, only the opposite and the prisoners AI objective priority is A) Stay close to their allies, B) Fight those that get too close and C) Escape outside of map bounds.
Your troops be scattered around similarly to how bandits are in hideouts in a map that depends on your current location nut looks as either a makeshift camp or the castle/town/village you are currently waiting in, and the time of day would be possible at any time but with higher chances of happening at night time.
You would not be able to give order to your troops, they would react by themselves, only to your companions, as if everyone got caught by surprise and chain of command is broken due to confusion.
If you have horses in your inventory that the heroes are able to use, they would use one of them and their weapons would be only spare weapons within your inventory as well, same to a few non-hero prisoner troops "helping them" escaping together.
Just like a battle, the non-heroes would have a chance to die and only be wounded and if wounded, they are captured again.
Those that escape appear on the world map slightly away from you in the numbers and troops they escaped, with how many and exactly the items they escaped and only "disappear" if they get out of your field of view, concluding the escape. So until then, you can recapture them by engaging.
The number of your troops scattered would be slightly limited to the number of escapees in a rate of 1 to 5 or 1 to 7.5(this would also be applied to hideout ambushes, so that you can bring inside up to 1/5th of the number of soldiers inside the hideout, picking which troops you want to bring in the same type of window as filling a castle/town garrison with a maximum limit or when you delegate a mission to a companion)
______________________________________________________________________________________________________________________
2 As a captive:
The counter part of when you are the captor, prevent prisoners from escaping, when you are a captive instead, escaping yourself, you would begin in the world map, choosing which time of the day you are gonna escape when the current auto-escape trigger happens. Still within your cell your cell in a map of the inside of the dungeon or that captives cells within the camp of the army, you would have a mini-game to convince one guard out of several to help you escape, as well as the other captives to escape together with you.
After that, you would begin a situation similar to the current bandit's hideouts, except you objective is to escape out of bounds from the battle map.
You will have no weapon and only a prisoner's clothes. But close to the cell you'd be able to find a weapon's stash and short after, with a small fight with very little NPCs, a stable.
Just as in the captor's bit, the AI of the other captives would follow the same priority list, except that if you stray to far from them, they will disregard you, and if you escape while too far from them, you will spawn in the map as a single unit party with only 1 unit, you. Possibly another party of the other captives that also escaped.
You would then begin to run away from your captors in the world map and try to find your way to safety.
If you fail too many times in convincing the guards to let you go, you would be returned to the world map, following your captors, which soon after would proceed to ransom you, which would make spawn somewhere random in the map.
______________________________________________________________________________________________________________________
______________________________________________________________________________________________________________________
deGoucan Scrolls Index
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