Slavery?
- toaster Assassin
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Hey, for 1000c you better have some use. (because a henchman only costs 700c)Potocobe said: You could steal the key to your chains or choke her to death with them...or just do the dishes and curl up by the fireplace like a good dog.
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Bad idea. As people have said for the most part of the history slavery hasn't been "bad". The only truly anti-slavery factions should be factions with very good reasons to be against slavery, like "rebelled slaves" or something, the rest should all be for it, or indifferent, as long as it's not their people.John wrote:Indeed, if one decides to capture and enslave bandits for example, then I think that the general census of all, or most, non-bandit factions would be along the lines of "Oh, this evil bandit is a slave, I am happy that this potential murderer is now working in bad conditions." Of course, the effect on faction relation would vary faction to faction, or example, I would imagine that the morally "good" factions would dislike the use of slavery, while "evil" factions would be fine with, or even encourage the use of slaves. And of course, factions that are in the "gray" area would be indifferent to the idea of slavery.
Can we get a setting or a check box that tells my whole faction whether or not we take slaves? Automate the whole process so that my faction behaves like the NPC factions when I'm not micro-managing them. Come to think of it; I would like a lot of check box controls for my faction that cover everything an NPC faction can do. Mine/Don't mine, Farm/Don't farm, Take slaves/Don't take slaves, etc.
One for the slavery feature for sure though. I don't want to come home to find out my people have been tagging and bagging strangers for wholesale while I've been out slaving away creating new customers for my chain of robotic arm dealerships. That would not be cool. We need to be able to force our morals onto our NPC friends and make sure they don't misbehave while we're doing something else.
One for the slavery feature for sure though. I don't want to come home to find out my people have been tagging and bagging strangers for wholesale while I've been out slaving away creating new customers for my chain of robotic arm dealerships. That would not be cool. We need to be able to force our morals onto our NPC friends and make sure they don't misbehave while we're doing something else.
- toaster Assassin
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Taking slaves would most likely not be an automated process. I would assume that the enslaving of a unit would be an option like healing said unit. Or maybe you just have to drag a unit into a cage and after a certain time elapse (their warrior spirit breaks) and they become slaves. An automated slave capture system might cause a bit of trouble.
A voice in your computer's memory that refuses to go away. Now with 15% more (side notes!)
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It's my understanding that the npc factions will be able to take slaves. I thought that because of the emergent, procedural gameplay that the player created/controlled faction would function the same way as the npc ones do. If so, then I would like a button to turn on AI controls for my people that aren't in my direct control.toaster Assassin wrote:Taking slaves would most likely not be an automated process. I would assume that the enslaving of a unit would be an option like healing said unit. Or maybe you just have to drag a unit into a cage and after a certain time elapse (their warrior spirit breaks) and they become slaves. An automated slave capture system might cause a bit of trouble.
The .40 update news on the main site mentions not micromanaging your npcs and explains that the AI will handle the movement and creation of goods.
We here in the forum don't exactly know until Chris says but, I believe my assumption has some weight to it and therefore my check box suggestion might have some merit.
I do agree that automated slave taking might cause a bit of trouble. I believe I will spend some fun hours hunting down slavers across the wasteland. I don't know if I will or won't use enforced servitude myself. Not being able to do any of the real world things that slave owners likely do to their slaves makes the slavery in Kenshi an economics question rather than a moral one. The only difference between me and a slave is that I work less hours and I'm free to come and go as I please and my budget allows. I will bet that slave labor in Kenshi is crap compared to enthusiastic capitalist labor which will lend weight to my anti-slaver crusade on the idea that it is for the workers not the slaves that I chop off all of their arms.
Slavery?...Could be fun =)
My interpretation of what chris said is that it will be very basic, at least in this implementation. I don't think the Ai works as a faction so much as will simply be able to have a trade route or some sort of order set up so that item X will be delivered to building Y when the storage becomes full.Potocobe wrote:
The .40 update news on the main site mentions not micromanaging your npcs and explains that the AI will handle the movement and creation of goods.
Still, I don't know if the idea of checkboxes and the like is necessarily a bad (or good) idea yet. There really isn't anything in the game that it would be useful for other than auto looting bodies. Maybe in the, hopefully near, future when there are some more detailed processes that we need to go through there could be a use for choice toggles. We need to wait and see until then.
pie
- toaster Assassin
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I believe that instead of a physical "check box", a unit should be assigned the role of a manager for a desired building. At that point the option of micro-management would be open for the building. (Honestly, how many workers/slaves would do their job without management on their @$$?)
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That's a much better idea. Just stick a nerd in a lab and watch him go! Anything that lets me stay hands off of the mundane caring and feeding of people is good in my book. Way easier to just fire and forget...right click building -> manage -> done =)toaster Assassin wrote:I believe that instead of a physical "check box", a unit should be assigned the role of a manager for a desired building. At that point the option of micro-management would be open for the building. (Honestly, how many workers/slaves would do their job without management on their @$$?)
- Santaissick
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I think it would easy up my life a lot if there was auto-loot and auto-medic with options to choose who I want to medic. I want checkboxes so that when I press the Medic button, I can choose which factions I want to medic. It's pain in the ass to heal every enemy individually after big battle if I want them to be my prisoners.Blxz wrote:There really isn't anything in the game that it would be useful for other than auto looting bodies.
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013
Good point santa. Thats a good idea for the suggestions forum. Setting a 'friendly' faction so that any medic orders would include them too. Could be very handy for slavery systems as well as relationship building and even for something as simple as actual alliances where you want to heal your allies after a big battle.
pie
- toaster Assassin
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As long as the AI knows when to heal and when to keep fighting, otherwise I agree completely.
A voice in your computer's memory that refuses to go away. Now with 15% more (side notes!)
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Kenshi forum rules: (We will assume that you have read this).
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The AI has no problems playing medic while I'm running them down. I'll knock out the gate guards of a town and as I'm going in to slaughter the citizens I will see shopkeepers running out the gate to tend the wounded I left behind. That might be because I still run solo and they don't need ten people to take me on. Of course this way I get to hit them again as they come running in to try and fight me again.
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