Radio emissary.

Started by ns9559, December 29, 2014, 10:58:30 AM

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ns9559

What if you could set a character to improve relations with another colony, a third option when you open communications with another colony. It wouldn't have to improve relations very quickly but over time a character would be able to improve relations with other colonies without paying silver, possibly reducing the price, or changing what they want in exchange for more cooperation. Of course having high social skills would speed up the process, but the idea is that it could take years to max out a relationship. Raising relations as little as one or two points a day. Characters with a high social would more rapidly raise relations and might get access to special events, for instance being warned of an attack coming your way, or maybe a trade of goods (medicine for potatoes, guns for metals, only strangers trade in silver afterall). Another idea is that there could be a risk of failure with low skilled characters or characters with certain traits, where rather than improving relations they would be damaged.

Slightquills

#1
I really like these. It's kind of the same line of thinking I came up with as an alternative to fighting all this time.

More Interaction with Surrounding Factions –
  - I Offer you a Gift – The player can give gifts to NPC’s that enter the territory, which may or may not impart a faction bonus.
  - A Needy Wanderer – A lost hunter, traveler, merchant or ally is in desperate need of food, medicine or warm clothing (supplies). Alternatively they could be immediately in damaged by being sick or grievously wounded. They could give gifts later if unaffiliated or provide a faction boost if they are.
  - Refugees – A number of severely injured, cold, hungry and/or sick allies request assistance (like arms missing, peg leg, failing organs, severe disease emergencies). Helping them, especially in winter could strain resources to the breaking point, but would provide a boost to that faction.
  - Colony-built General Store - Visitors to your colony have a change to browse your designated shop area and offer to buy or trade which the player has a menu to accept or not. They may even ask about things you don’t have for sale. At that point choices might need to be made.
  - Colony-built Bed and Breakfast - Visitors to the colony have a change to stay the night at the designated site, eat a meal, and sleep in a bed. Doing so may provide a faction boost  . . . unless you charge them.
  - Sending an Envoy – Allows you to send one or more people to a neighboring faction. They can offer gifts for a cease-fire, or just to be friendly (faction increase) . . . perhaps they could plea for a prisoner to be released or pay his ransom . . . or you could send him with the body of someone as a warning (next attack may be delayed longer, be stronger or both). Without saying though, that one may be bad for the health of the envoy.
  - Requesting Assistance – Neighboring factions can request the assistance of your group to do certain things (We need a doctor). While your colonist will be gone for a while your relations with said faction will improve. This may be risky to hostile territories, but it may be the olive branch you need.
  - Greeting Friends – When friendly people or allies visit you can elect to stop work and spend some time talking with them. This could affect their opinion of you, and could even give your colonists a temporary emotional bonus.
  - Hire Guards – You can hire people and position them. They aren’t in your control, but must be maintained (food / medicine) until their contract is up.
  - Search Party – Maybe you aren’t given any factions. Your system is so remote even merchant ships are rare. Keep broadcasting on the comm, and maybe you’ll reach someone. You may also send out a search party to potentially discover factions in the area.

  - Faction Traits – Traits that affect a factions diplomatic position or describe the faction. It would also affect their trade desires. One faction may be a tribe of travelling merchants, another may be cannibals, or pirates, smugglers, rebels, perhaps one faction is a group of secret scientists, or a forgotten prison colony . . . or maybe there’s a group of stranded colonists . . . kind of ironic that one.

. . . and for Pete's sake let me medically assist a friendly faction member without having to capture them. I don't care if I have to send them on their way afterwards. Give me a faction bonus for my effort though. I would like a little something for my effort at least.