Cages: a useful recriutment tool!

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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philthymcnasty
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Joined: Wed Apr 10, 2013 11:57 pm

Wed Jul 22, 2015 10:08 pm

So, i was randomly killing off people in the holy empire, cause they remind me too much of falconia from berserk, when a recruit able person attacked me. I was like, hey, this person has courage, i shalt spare them, and recruit them. But the problem was, that they were hostile to me.

SO i took a gamble, and carried them back to my base, after killing off the town, and put them in a cage. When they recovered, i discovered that i could talk to them, and recruit them.

So, if people in a town hate you, but you need to recruit new members for your faction, just build cages and put the future recruits in the cages. Make sure you heal them, as i had captives die in transit due to blood loss.

swillo
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Thu Jul 23, 2015 1:22 am

You can put even non recruitable NPCs (sand ninja, hungry bandits, ect...) in the slave or police cages, then spring them and 50 % of the time they will join you. (I modded the dialogue to make them do it 90% of the time)

This does make the police and samurai mad at you so it would be a good idea to do it in a town you don't care to trade with.

With recruitable ones I like to run into the bar and recruit them before they become hostile then run out before the town attacks.

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philthymcnasty
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Joined: Wed Apr 10, 2013 11:57 pm

Thu Jul 23, 2015 5:03 am

swillo wrote:You can put even non recruitable NPCs (sand ninja, hungry bandits, ect...) in the slave or police cages, then spring them and 50 % of the time they will join you. (I modded the dialogue to make them do it 90% of the time)

This does make the police and samurai mad at you so it would be a good idea to do it in a town you don't care to trade with.

With recruitable ones I like to run into the bar and recruit them before they become hostile then run out before the town attacks.

Wait, so if i stick a sand ninja jounin, in a cage, then break them out, i get a new friend?

My i have some evil planed for this now...

Chinsei
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Joined: Wed Jul 01, 2015 4:14 pm

Thu Jul 23, 2015 8:10 am

Hm.. except most people don't join those who stick them in cages. an if they do they usually look for the first chance to escape or kill them.

if the cages get used as a recruitment tool the NPC in them should be equally likely to betray you when you get into trouble of some kind.

swillo
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Joined: Tue May 12, 2015 2:00 pm

Thu Jul 23, 2015 10:10 pm

According to the dialogue, There is a 50% chance that they will join you.
However that is the dialogue for when they leave the cage.
There is also a 50% chance that they will stay in the cage because they are too afraid the slavers will harm them. So they never come out and they never trigger the exit cage check.
Also when they come out if they are still hostile to you they will not speak with you. They just follow you around until they find a weapon and attack you or the city guard take notice and chase them down. Or if you are not set to passive you will attack them. If you lead them far enough away from town it will sometimes trigger the escape check and they will either attack, run, or join you.

Lots of if's in the logic, but Yes I have several Sand ninja and a couple Jonin who have seen the wisdom of joining me.

Shivers
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Joined: Sat Dec 28, 2013 11:32 pm

Sun Jul 26, 2015 12:26 am

I have a question about the cages.

I've recruited Police, Mercenaries, Slaves, and Starving Bandits.

I cannot recruit Dust Bandits. Any reason for this? With the above mentioned faction characters I am able to talk to them while they're in a cage. They say something along the lines of, "Get me out of here." I get them out, and they join me.

As for dust bandits, they have no option to talk, and if I free them, they just remain in their cage unmoving. Whether relations are positive or negative, I can't get any interaction of dust bandits.

Do others have the same issue?

swillo
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Joined: Tue May 12, 2015 2:00 pm

Sun Jul 26, 2015 3:13 am

As far as I can tell, Dust bandits and cannibals have a different base dialogue set then the other "humans".

So their options when imprisoned are not the same as the other factions.
And they don't have a join conversation in their base dialogue.

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philthymcnasty
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Sun Jul 26, 2015 4:45 am

swillo wrote:As far as I can tell, Dust bandits and cannibals have a different base dialogue set then the other "humans".

So their options when imprisoned are not the same as the other factions.
And they don't have a join conversation in their base dialogue.

DAMN!!

I had hopes to do a sort of apocalypse now/heart of darkness thing with the cannibals. Sort of like the old soldier didn't quite retire, he just went nuts and created a band of religious zealots to do what it takes to win.

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Aereto
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Sat Aug 01, 2015 4:05 am

swillo wrote:As far as I can tell, Dust bandits and cannibals have a different base dialogue set then the other "humans".

So their options when imprisoned are not the same as the other factions.
And they don't have a join conversation in their base dialogue.
Does starving bandits count?

I may as well leave that guy in the slaver's cage, despite surviving what would have been an instant-kill encounter with one of my one-unit saves who has 70-80+ str and dex and carrying an edge type 5 plank (the unit started from version .67, and is the deadliest warrior among my saves). Struck the limbs well at <-200 and left to limp away and bleeding to death like the rest of the bandits who survived the likelihood of one-hit kill to the vital parts in x1 or even x.5 global damage settings.
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The Peanut Butter will be with you, always.

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philthymcnasty
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Sat Aug 01, 2015 4:27 am

I dunno....

He probably got a huge jump to the toughness stat with that.

and toughness is an awesome stat. once unarmed hits, i plan on running around naked, to level up toughness, athletics, and unarmed.

Like even if slavers catch me, i can just pick the lock, break the shackles, and run away as fast as i can, or beat the piss out of everyone, which ever my mood takes me.

then there is the dodge stat, that is going to be crazy when its implemented.

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Aereto
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Sat Aug 01, 2015 6:45 pm

philthymcnasty wrote:and toughness is an awesome stat. once unarmed hits, i plan on running around naked, to level up toughness, athletics, and unarmed.
Better yet, equip with straw hat, sandals, and martial artist bindings to make that unit a martial artist monk. Assassin rags and pants are optional.

I could have an alternate save to have that unit recruit those who survived such attacks, and attack again if they refuse to join, then repeat the cycle if they live. Building a faction made up of the conquered would be a result whose main recruiting method is that the weak serves the strong.
PC Specs:
Custom PC - Aurelia NullBox - Gamer/Developer Hybrid Spec
Intel Core i7 6700 3.4 GHz
MSI RX 480 Gaming X 8GB
[Workstation Card Reserved Slot]
32GB RAM
Win 7 Ultimate

The Peanut Butter will be with you, always.

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philthymcnasty
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Joined: Wed Apr 10, 2013 11:57 pm

Sat Aug 01, 2015 8:21 pm

I honestly think this should be part of the game.

that the game should keep track of how many people you kill, and have certain factions respond differently to you.

so like if you kill a buttload of people, dust bandits should be running to join when an opening into your faction becomes available.

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