Bluko88
Sergeant
This is something that has perplexed me for some time, but why does executing Nobles make you "Dishonest"? I mean sure executing captives isn't exactly what I call honorable - but aren't executions seen more generally as barbaric/cruelty? Being dishonest usually means that you're a liar or don't keep agreements.
It just gets me that every time I capture a Noble they say something like "I am at your mercy."
Welp guess they are wrong, because they are actually at my Honor.
So before I ramble on about the entirety of Traits, TLDR: Players should get -500 Mercy for executions not -1000 Honor
I realize Traits probably aren't the most critical aspect of the game to be working on right now, especially given that A.I. can't use ladders, battlefield reinforcement spawns are completely ridiculous, smithing is money printing, etc. But I really do feel having a working Trait system could breathe some much needed life into this game. Besides what I've previously mentioned I'd say the next biggest flaw is how utterly lifeless NPCs are. So here is what I'd like to see:
Honor
Player: Gains by completing quests for Quest Giver and stopping Raids | Loses by betraying/failing Quest Giver and Raiding (+/- 20-50 Points per Quest, +/-5 per Raid)
Notables: Honest always pays full reward | Dishonest may pay less reward
Nobles: Honest much less likely to leave Faction, always pays full reward | Dishonest more likely to leave Faction, may pay less reward
Companions: Honest always finishes Quests | No-Trait will fail 1 out of 10 Quests w/ Full Reward | Dishonest will fail 3 out of 10 Quests w/ Extra Reward
Companion Honest: +/-5 Relationship for every 200 Honor Gained/Lost, remark latest Successful or Unsuccessful Quest, dislikes Raiding
Companions Dishonest: -/+5 Relationship for every 200 Honor Gained/Lost, remark latest Unsuccessful or Successful Quest, likes Raiding
Mercy
Player: Gains by releasing Prisoners/Nobles and some Quests (10 Troops Released +1 Point, Noble Released +50 Points, +20-40 Points per some Quests) |
Loses by taking Prisoners/Nobles captive, executing Nobles, and some Quests (20 Troops Captured -1 Point, Noble Captured -25 Points, Execution -500 Points, and -20-40 Points per some Quests)
Notables: Merciful more relationship loss to hostile actions | Cruel less relationship loss to hostile actions
Nobles: Merciful always releases Prisoners | Cruel will execute enemy Noble Captives based on relationship (i.e. -10 Relation = 10% Chance, -100 Relation = 100% Chance)
Companion: Merciful Party Leader always releases Prisoners | Cruel Party Leader will execute enemy Noble Captives based on relationship
Companion Merciful: +/-5 Relationship for every 200 Mercy Gained/Lost, commend last Noble release, -10 Relationship & condemn execution
Companions Cruel: -/+5 Relationship for every 200 Mercy Gained/Lost, condemn last Noble release, +10 Relationship & cheer execution
*Player should also gain/lose based off City Captured options - however I have not yet tested.
Valor
Player: Gains by defeating enemies, fighting battles at poor Odds (+1 Point per Kill, Battle Strength Ratio *10 - 10 = Points Gained/Lost) |
Loses by retreating, sacrificing troops, fighting battles at good Odds (-50 Points per Battle Retreat, Points lost based on # of Troops sacrificed i.e. 10 Troops = -10 Valor, Battle Strength Ratio *10 - 10 = Points Gained/Lost)
Notables: Valorous higher tier recruits | Cautious lower tier recruits
Nobles: Valorous does not retreat from battles, more likely to engage bigger Parties | Cautious will always retreat from losing battles, less likely to engage bigger Parties
Companions: Valorous does not retreat from battles, more likely to engage bigger Parties | Cautious will always retreat from losing battles, less likely to engage bigger Parties
Companion Valorous: +/-5 Relationship for every 200 Valor Gained/Lost, commend last victory, condemn any sacrifice event
Companions Cautious: -/+5 Relationship for every 200 Valor Gained/Lost, commend last retreat, support any sacrifice event
Generosity
Player: Gains by High Morale, Gifting Money, some Quests (every day: [Morale - 50] * 0.5 = Points Gained/Lost, 100 Denars Gifted = +1 Point) |
Loses by Low Morale, some Quests (+/- 10-30 Points per Quest)
Notables: Generous will reward 10% more for Quest | Closefisted will reward 10% less for Quest
Nobles: Generous will reward 20% more for Quest | Closefisted will reward 20% less for Quest
Companions: Generous +5% Party Income, Closefisted -5% Party Upkeep
Companion Generous: +/-5 Relationship for every 200 Generosity Gained/Lost, commend generosity or lack of
Companions Closefisted: -/+5 Relationship for every 200 Generosity Gained/Lost, commend restraint or lack of
As an aside at this point I think Calculating/Emotional should just be scrapped as I can't see a good way to implement Gains/Loss for it based on current game implementation. Just replace as a Charm Check/Bonus.
It just gets me that every time I capture a Noble they say something like "I am at your mercy."
Welp guess they are wrong, because they are actually at my Honor.
So before I ramble on about the entirety of Traits, TLDR: Players should get -500 Mercy for executions not -1000 Honor
I realize Traits probably aren't the most critical aspect of the game to be working on right now, especially given that A.I. can't use ladders, battlefield reinforcement spawns are completely ridiculous, smithing is money printing, etc. But I really do feel having a working Trait system could breathe some much needed life into this game. Besides what I've previously mentioned I'd say the next biggest flaw is how utterly lifeless NPCs are. So here is what I'd like to see:
Honor
Player: Gains by completing quests for Quest Giver and stopping Raids | Loses by betraying/failing Quest Giver and Raiding (+/- 20-50 Points per Quest, +/-5 per Raid)
Notables: Honest always pays full reward | Dishonest may pay less reward
Nobles: Honest much less likely to leave Faction, always pays full reward | Dishonest more likely to leave Faction, may pay less reward
Companions: Honest always finishes Quests | No-Trait will fail 1 out of 10 Quests w/ Full Reward | Dishonest will fail 3 out of 10 Quests w/ Extra Reward
Companion Honest: +/-5 Relationship for every 200 Honor Gained/Lost, remark latest Successful or Unsuccessful Quest, dislikes Raiding
Companions Dishonest: -/+5 Relationship for every 200 Honor Gained/Lost, remark latest Unsuccessful or Successful Quest, likes Raiding
Mercy
Player: Gains by releasing Prisoners/Nobles and some Quests (10 Troops Released +1 Point, Noble Released +50 Points, +20-40 Points per some Quests) |
Loses by taking Prisoners/Nobles captive, executing Nobles, and some Quests (20 Troops Captured -1 Point, Noble Captured -25 Points, Execution -500 Points, and -20-40 Points per some Quests)
Notables: Merciful more relationship loss to hostile actions | Cruel less relationship loss to hostile actions
Nobles: Merciful always releases Prisoners | Cruel will execute enemy Noble Captives based on relationship (i.e. -10 Relation = 10% Chance, -100 Relation = 100% Chance)
Companion: Merciful Party Leader always releases Prisoners | Cruel Party Leader will execute enemy Noble Captives based on relationship
Companion Merciful: +/-5 Relationship for every 200 Mercy Gained/Lost, commend last Noble release, -10 Relationship & condemn execution
Companions Cruel: -/+5 Relationship for every 200 Mercy Gained/Lost, condemn last Noble release, +10 Relationship & cheer execution
*Player should also gain/lose based off City Captured options - however I have not yet tested.
Valor
Player: Gains by defeating enemies, fighting battles at poor Odds (+1 Point per Kill, Battle Strength Ratio *10 - 10 = Points Gained/Lost) |
Loses by retreating, sacrificing troops, fighting battles at good Odds (-50 Points per Battle Retreat, Points lost based on # of Troops sacrificed i.e. 10 Troops = -10 Valor, Battle Strength Ratio *10 - 10 = Points Gained/Lost)
Notables: Valorous higher tier recruits | Cautious lower tier recruits
Nobles: Valorous does not retreat from battles, more likely to engage bigger Parties | Cautious will always retreat from losing battles, less likely to engage bigger Parties
Companions: Valorous does not retreat from battles, more likely to engage bigger Parties | Cautious will always retreat from losing battles, less likely to engage bigger Parties
Companion Valorous: +/-5 Relationship for every 200 Valor Gained/Lost, commend last victory, condemn any sacrifice event
Companions Cautious: -/+5 Relationship for every 200 Valor Gained/Lost, commend last retreat, support any sacrifice event
Generosity
Player: Gains by High Morale, Gifting Money, some Quests (every day: [Morale - 50] * 0.5 = Points Gained/Lost, 100 Denars Gifted = +1 Point) |
Loses by Low Morale, some Quests (+/- 10-30 Points per Quest)
Notables: Generous will reward 10% more for Quest | Closefisted will reward 10% less for Quest
Nobles: Generous will reward 20% more for Quest | Closefisted will reward 20% less for Quest
Companions: Generous +5% Party Income, Closefisted -5% Party Upkeep
Companion Generous: +/-5 Relationship for every 200 Generosity Gained/Lost, commend generosity or lack of
Companions Closefisted: -/+5 Relationship for every 200 Generosity Gained/Lost, commend restraint or lack of
As an aside at this point I think Calculating/Emotional should just be scrapped as I can't see a good way to implement Gains/Loss for it based on current game implementation. Just replace as a Charm Check/Bonus.