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Topics - Mr Bandit

#1
Ideas / taking nobles prisoner - retaliation
February 28, 2020, 02:15:43 AM
i don't know if this is already in the expansion (i'm poor so i don't have it yet), but what if you take a pawn noble prisoner? you would take a rep-hit obviously, but what if they came to get them back? imagine if you got raids specifically to liberate the pawn you took prisoner, imagine a 'sapper' style raid to break out your noble prisoner! the attackers would try to make for your prison cell to break in, and carry the pawn out (same as when raiders take downed pawns after a raid, but prisoner would not need to be downed to carry). when a pawn is carrying the prisoner and making for the edge of the map the others would adopt a 'protection' behavior similar to domesticated animals, staying near the pawn and protecting from harm. once the 'carrying' pawn is off the map that would be the end of it, but what if you beat back the 'prison-break sappers'??

imagine if after beating back 2-3 attempts a quest is sent offering a 'ransom' for the safe return of the prisoner. maybe offering loot, maybe offering a promotion (respect for formidable opponents - sort of "we need more like you, joins us"), or perhaps both. but it would be difficult to do, fighting imperial style troops - definitely not like your basic raiders.

i don't know if it is practical to implement, i just thought it would be an interesting idea...
#2
(Michael in support said i should post my idea here)

I have noticed that pawns that are only 16 or 21 or so in age have little skill and and few passions, this makes sense because they are young and haven't learned anything, but on the other hand they stay useless an without passions for the rest of their lives - which doesn't make sense.

I would suggest a mechanic or trait that 'younger' pawns have a chance to gain new passions, and upgrade passions to burning passions. The chances would be higher with younger age and fewer passions (and burning passions), so as new passions are gained the chances of getting more new passions reduces. This would make younger pawns more interesting - instead of players saying 'useless' and rejecting them for lack of skill, having a trait that points out they will gain new passions makes them an interesting gamble because you might wind up with a great talent in a few years (or a total bum! :P).

Perhaps a 'still young' trait that expires sometime between 25-30 years of age highlighting the ability to learn new skills? could also give a small speed bonus (similar to 'jogger' trait, but weaker) that increases movement speed a little because they are 'still young'? (until they reach 30 and slow down :P

(any sharp people who give a pawn a youth serum to make them young would gain the 'still young' trait, but because gaining new passion is based on the number of passions the pawn already has if someone did take an amazing 60 yr old and made them 16 again, their ability to gain new passions would still be limited by the number of passions they already have. if they have 5 burning passions and you give them a youth serum so they can be 'still young', they would technically have the ability to gain new passions, but the probability would be at or near zero because they still have too many passions already. so while the youth serum should give the 'still young' trait and it's increased move speed, in effect it would not give the opportunity to exploit for a ridiculously OP pawn)

Hopefully you like my idea :)