Starting Options, women and moral

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vako

Sergeant at Arms
I'm putting this in mod discussion because its somethings I'm thinking of implementing in the mod I'm building and I'm just looking to get an idea of what other people think.  It occured to me that it could go in suggestions, but I wasn't really intending it as suggestions for the whole game.  By and large, I'm happy for the game to end up as it ends up, It's great already.  I'll just keep on modding stuff I want when/if I can work out how.

I was just wondering:

How many starting options do people think is too many?

Say, if you took out the female option, I came up with seven background options I'd like to put in:

Young Nobleman, Guardsman's Son, Shop Boy, Farm Labourer, Forester's Son, Novice Monk and Beggar.

Too many?  I was wondering if the starting attributes would end up too alike.  I've been trying to balance them out giving, for instance, the young nobelman moderate str., ag. and int. and high cha., the guardsman's son high str., moderate ag. but low int. and cha., the novice monk low str. and ag. but high int. and cha. (which I think is what he has in the native game).

What do people think about a second tier of options, such as what I recall to be in Storymod?

I don't think the idea is restriction, reading the suggestions, I noticed alot of people don't like the idea of class being a restriction, and I kind of agree.  I was thinking more like and immersion thing, having a character in your head based on what starting options you choose?  Perhaps also changing the dynamics at the beginning a little: a beggar would have to work really hard to get up enough money and skill points to have much impact, maybe put restrictions on what missions he could take until he reached level 10 or something, perhaps he couldn't join a faction until then.  A nobleman on the other hand would start out with good equipment and enough money to get troops and could take any quest he liked from the beginning, on the other hand, he might be tied to a particular faction (he could of course change, but it would be seen as treason).

I was intending to almost entirely take out female troop types.  You would still have refugee and peasant women parties, but if you recruited them they would only upgrade to something like camp-followers or washerwomen.  I thought that, in return for having basically useless troops, the presence of women in your party could boost moral.  I'm not sure how, or even if this could be implemented, perhaps somehow like food seems to do?  I was also planning on adding to add a few female NPCs and hero(in)es.

Anyone have any comments?  Would something like that alienate some people, even if it was perhape more historically correct?
It's not that I'm really too concerned with historical correctness, again, it's more of an immersion thing.  Female troops interfere with my own immersion in the game, and I am, in the end, making a mod for myself (I might post it, I might not).  I do though like the idea of having a few camp followers.  There's a cool little 2d historical rpg called teudogar, which has slaves and an exhaustion factor.  If you tweak the content options, at night, when the female slaves are asleep, you can click on one and your character gets into bed with her.  It wasn't as if you saw anything, it's 2d for heaven's sake, it was the idea, the immersion factor, the stimulus to immagine something in the gameworld but just beyond what the game shows you.

And no, I know what it sounds like, but I'm not really implying that it has to be something in the gutter.  :roll:

On the other hand, if you were that way inclined ....

ciao ciao, Vako


 
Lol. What's with all this porno crap invading the forum? (just read the 1066 thread)

Actually it's not such a bad idea, getting rid of women and having different kinds of 'morale boosts'. Just don't overdo it, I have played Teudogar and it's kind of weird.
 
vako 说:
Too many?  I was wondering if the starting attributes would end up too alike.  I've been trying to balance them out giving, for instance, the young nobelman moderate str., ag. and int. and high cha., the guardsman's son high str., moderate ag. but low int. and cha., the novice monk low str. and ag. but high int. and cha. (which I think is what he has in the native game).
Don't forget you can alter the starting equipment too. It's possible to have all the attributes equal and yet still create a different early game for each character based on their starting equipment. If your going for a lot, then it's probably better to have it mixed - the young noble and the guardsman's son may have the same stats, but the noble gets a horse while the guardsman's son gets a decent sword & shield.
 
I was thinking something like that while I was mucking about with it today.  It'll need some tweaking, but between attributes, skills and items, I think I can make some good contrasts.  The trick is with the skills, I think, just selecting a few, not giving them too broad a skill base.  A player could, of course, hike up their intelligence and use all the extra skill points to even it out a bit, but that's up to them, and at the moment the only player of this mod is me.  The beggar is at a disadvantage not because of attributes or skills, infact I've given him the highest ironflesh level, but rather because he starts with a shirt, a knife, some stones, 5 denars and no food (at the moment, I don't think you can die of starvation, but you'd have to buy some before you got any troops, and that "the party has nothing to eat" message would start to get annoying after a while).  Obviously he's going to be flat out for a little while getting enough money to properly equip himself. 
 
it's spelled morale. moral is a totally different word. just wanted to clarify that, i'm not trying to be rude, just trying to be helpful.
 
Pellidon 说:
it's spelled morale. moral is a totally different word. just wanted to clarify that, i'm not trying to be rude, just trying to be helpful.


You are right of course.  I really should have seen that.
 
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