I have been thinking about the game i long terms.
As it is now, you train, fight, sell and build up to a certain point, as it looks now, in the end you have an empire, and rule the world. Then the game is in some way over.
So i suggest, that the clan you control can for some reason get in to a disagreement, and split up in parts, so you loose part of your men, and citys. That way you might have a mighty enemy, of well trained men against you. Maybe you even have to leave some of your citys and regroup in another part of the world.
Split up the clan
- pirdulitis
- Posts: 10
- Joined: Fri Feb 15, 2013 7:34 am
when relationships are added for squad members then I can see this as making the game challenging because of squad mutiny being a possibility. But may I add to this idea saying that your enemies can alienate your squad members with tumours or bribes and unless you control it then they can turn quickly.
Bribes sounds interesting
Hopefully both ways.
Could it even be so, that there in the clan is small factions, so if one of the leaders gets bribed, a few more men leave with him. It´s a bit ancient roman style society, i know, and maybe much more social play then the dev have planed. It just sounds like a way to use all the money we will earn in the game, and that i at this moment can´t find use for. And then a random trigger, that can turn the game around from time to time. I love random events. So let´t through in some nature catastrophe from time to to. I have all ready suggested sandstorms
Could it even be so, that there in the clan is small factions, so if one of the leaders gets bribed, a few more men leave with him. It´s a bit ancient roman style society, i know, and maybe much more social play then the dev have planed. It just sounds like a way to use all the money we will earn in the game, and that i at this moment can´t find use for. And then a random trigger, that can turn the game around from time to time. I love random events. So let´t through in some nature catastrophe from time to to. I have all ready suggested sandstorms
- philthymcnasty
- Posts: 736
- Joined: Wed Apr 10, 2013 11:57 pm
Asimov.42 wrote:Bribes sounds interestingHopefully both ways.
Could it even be so, that there in the clan is small factions, so if one of the leaders gets bribed, a few more men leave with him. It´s a bit ancient roman style society, i know, and maybe much more social play then the dev have planed. It just sounds like a way to use all the money we will earn in the game, and that i at this moment can´t find use for. And then a random trigger, that can turn the game around from time to time. I love random events. So let´t through in some nature catastrophe from time to to. I have all ready suggested sandstorms
I do not know about the whole roman style bribing. I do think that an honor system (like in legend of the five rings) would fit the feudal japan feel. I was hoping that if an outpost got big enough, civilians could move in(and do some work) and you could designate someone to be in charge. Unfortunately, That would require a LOT of programing, like introducing a rank system, and automation, plus ai for the squads and civilians. Judging from my programing experience, that would be like 300 functions per feature.
- iSuck345
- Posts: 850
- Joined: Sun Sep 23, 2012 3:03 pm
- Location: Why wold you want to know where a 14-year old lives? O.O
Now that wold be a good thing to add, after all the more challenges there are in Kenshi, the more fun it is.
"Religion is regarded by the common people as true, by the wise as false, and by rulers as useful."
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Well this made me add to what I just posted in another topic. Similar to this one.
http://www.lofigames.com/phpBB3/viewtop ... 73&p=14000
Expanding on my idea. Those in your group who are passive and living in certain towns or outposts you control can have their relationship with you affection. (Added in that a time element: Those who you just placed in there are still in good relation with you and you can add them back to your main group easily. But those who stay there longer have a higher chance of change. Variable relationship with your based on rumour/bribes/contentment/ect.)
Vs those who are just in your main group and traveling with you. They wouldn't be affected by rumours or such. And would remain constantly loyal to you. (As your constantly control them.)
http://www.lofigames.com/phpBB3/viewtop ... 73&p=14000
Expanding on my idea. Those in your group who are passive and living in certain towns or outposts you control can have their relationship with you affection. (Added in that a time element: Those who you just placed in there are still in good relation with you and you can add them back to your main group easily. But those who stay there longer have a higher chance of change. Variable relationship with your based on rumour/bribes/contentment/ect.)
Vs those who are just in your main group and traveling with you. They wouldn't be affected by rumours or such. And would remain constantly loyal to you. (As your constantly control them.)
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