Faction, and town building.

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Duck
Posts: 48
Joined: Mon Sep 10, 2012 4:08 pm

Sat Oct 20, 2012 5:58 am

Faction, and town building.

I've been playing for a good while now, and have thought of some suggestions in regards to the factions, and towns in the game.

Playing a RPG is like building a road through a written story, or in this case your own imagination.
The game as it does now starts you out with some cash, a single guy, and a crappy sword. You name the guy, perhaps recruit another person in the town, and then set out to build your adventure.

The start is great as it is, there is little I'd change. I would add some skills, and attributes at this point, Leadership, and Morale. What I would also add is a stance called Leader, you can only have one leader active at a time, ever.

Leadership is the basic group skill, it increases the attribute morale for the group, and opens up commands as the skill, and squad size advance. The skill should increase quicker based on success, and squad size.

The commands at the start range from formation, to body guarding. They will later move in to setting up errants, and advanced orders.

Morale is an attribute that is increased when the leader is present. The attribute adds bonuses on skill training modifiers, attack strength (minor,) and endurance (also minor.)

The leader stance trains the leadership skill based on combat successes, and friendly morale gains.

As the game slowly goes on, and you start building your first outpost the mid game comes near. Your numbers may have gone up by five or even ten times, increasing your squad size from just two to ten, or the current cap, 20. In any case, you will have enough members, and cause, to split your group in to two independent ones.

To split your group you would have to pick a character of your choosing, and after unlocking the leader skill, set him/her to squad leader. After this 60% of the leader's leadership stat is copied to the squad leader. Afterwards you can assign members to that squad.

At this point you will have enough people in your faction to start thinking about expanding your outpost in to a town. Every town needs a mayor, enforcers of your law, and citizens to live inside the walls. Using your leadership skills you can set your current leader, or another member of your faction as mayor. Allowing you to automate jobs like mining, policing, and farming.

With your first town working on it's own you're well in to the mid game, and you can consider moving to the late game. Strongholds, castles, and networks are what make the end game if you follow this road.

To turn your first town, or second, (or tenth if you've been busy,) in to a stronghold you will need to fortify it. This can be done by building a fortress, this is where you can enlist, train, and station fighting faction members. The fortress will also allow storage for potential siege weapons, and the rearming of your army when they rest in the town.

Connecting towns together with a road will create a network, sharing news between towns, better trade, and travel speeds for caravans. If roads aren't an option I would suggest simple pigeon post systems for better trade information, and direct alerts for incoming attacks.

As the game progresses, and your faction is gaining interest, and a foothold in the world you might consider building your crowning achievement, a castle.

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Marcuss2
Posts: 84
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Location: Czech Republic

Sat Oct 20, 2012 5:38 pm

Added to suggestions list
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Blxz
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Posts: 1843
Joined: Mon Dec 19, 2011 1:11 pm
Location: Australia

Mon Oct 22, 2012 4:06 am

I find this intriguing. Perhaps I don't agree with your balancing or flow but I very much like the idea of what you have presented. Unlocking certain abilities or certain ways of doing things based on a particular characters aptitude for leadership is good. It also opens up the opportunity for an assassination to create a power vacuum that could collapse an entire faction if someone is not able to step into the role. On top of that it makes some characters inherently more valuable over time and gives a real incentive to protect them; definitely opens up a lot of fun possibilities for a hardcore version of the game too.
p­ie

Duck
Posts: 48
Joined: Mon Sep 10, 2012 4:08 pm

Tue Oct 23, 2012 2:45 am

Yeah I was just spitballing, it's hard to predict the flow of a game that's far from finished :)

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