How do I Enslave?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
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Uncle Joe
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Sat Apr 02, 2016 8:03 pm

I had to stop playing for a while just after slavery was added and I'm only now getting back into the game with the 0.90 update. How do I enslave people? Can I craft shackles? Besides just taking people and locking them in a cage, can I enslave people in the field if I just shackle them?

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Hatsune_Neko
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Sat Apr 02, 2016 8:14 pm

you don't enslave people
the Slavers will enslave you though.
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Uncle Joe
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Sat Apr 02, 2016 8:16 pm

Is slavery for players coming soon?

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Hatsune_Neko
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Sat Apr 02, 2016 8:22 pm

unlikely.
its there to make it a bit harder for the player.
one of the very few things that the NPC can do but you cant.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

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Uncle Joe
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Sat Apr 02, 2016 8:26 pm

I reread the roadmap for the game, it says buying and selling slaves is planned (unless that's changed). Since you can still keep people captive indefinitely I don't think it would be too big a thing to balance, especially with the new food system, since that gives your slaves some upkeep cost.

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Hatsune_Neko
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Sat Apr 02, 2016 8:37 pm

you can already buy and sell
you just cant capture.

and when you leave the town, you have like 15% chance of them not running away after you bought them.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

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swillo
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Sat Apr 02, 2016 10:55 pm

I have yet to see a slave market in the beta build. might be that we can no longer buy them.

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Hatsune_Neko
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Sat Apr 02, 2016 11:02 pm

or they will be in a different biom
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
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Evilmagic
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Sun Apr 03, 2016 1:28 am

why even have slavery in the game then? Its pretty stupid to have something only accesible to the NPCs because of no reason at all. And a 15% chance of them NOT running away? Wtf? I dont get to freely run away as a slave the second we leave town. Just either add it in to the game for everyone or take it out.

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Hatsune_Neko
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Sun Apr 03, 2016 1:36 am

there was a reason it was added
to add more difficulty and play options to the player and to figure out escapes for their squad mates where where captured and a good use for lock picking and stealth.

which is something the NPC wouldn't have a chance against a human player who enslaved everyone on the map.
Do you believe the sexes should be equal?
Oh heavens no.
Then Men would become unmanageable

Current computer specs.
AMD FX-8150 - Eight Core, 3.60GHz
NVidia GTX 1050TI
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dada
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Mon Apr 04, 2016 8:21 am

There could be other ways to balance slaverplayers (which would be a additional option to play). Restricting the player is ofc the easiest, but don't fit to the sandbox and equal pc-npc hook of the game. I guess it's pretty likely it would be modded and commonly used anyways, so..

Berzerker Jay
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Mon Apr 04, 2016 10:34 am

I've found slave markets in Holy Mines. It could also be that we only have a portion of the whole map available, and the Holy Nation is maybe the one in control of the slaves.

Also it should be mentioned that in Kenshi if you are not slave to a slaver then you are slave to a sabre. Keep swinging, whatever you do, and remember, beatings and cagings are opportunities for personal growth. :P

Berzerker Jay
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Mon Apr 04, 2016 10:35 am

I should add that I have not yet peacefully entered the building, and my persistent attempts have all resulted in me running as fast and far as I can away again.

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Mattk50
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Mon Apr 04, 2016 10:42 am

I think player slavery is worth implementing, and could be a new source of conflict for the player. Enslaving people should give you an automatic relation hit with factions who are anti-slavery, and tie the player up with constant breakout attempts and raids to "save our comrades" from their home faction. at some point you can balance it where slaves are only sometimes worth the trouble you go through to get them, feed them and guard them and thats where it should be.

The idea that players shouldnt be able to enslave npcs to "make it harder" is silly. For me, kenshi gets pretty easy fast but its mainly due to the lack of challenge in outpost defense and suicidal AI that chases you too long when you have a speed advantage and doesnt know when to flee from an imminent defeat or death, those are things that are solvable and would scale with slavery difficulty. also how easy it is to just run far away forever even if you're slower than the chaser, there really needs to be a "tackle" of some kind for npcs to use on players and vice versa. Not that NPCs ever run away unless they are missing both their arms, but thats another issue to solve.

Jay270
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Tue Apr 05, 2016 3:37 am

Mattk50 wrote:I think player slavery is worth implementing, and could be a new source of conflict for the player. Enslaving people should give you an automatic relation hit with factions who are anti-slavery, and tie the player up with constant breakout attempts and raids to "save our comrades" from their home faction. at some point you can balance it where slaves are only sometimes worth the trouble you go through to get them, feed them and guard them and thats where it should be.

The idea that players shouldnt be able to enslave npcs to "make it harder" is silly. For me, kenshi gets pretty easy fast but its mainly due to the lack of challenge in outpost defense and suicidal AI that chases you too long when you have a speed advantage and doesnt know when to flee from an imminent defeat or death, those are things that are solvable and would scale with slavery difficulty. also how easy it is to just run far away forever even if you're slower than the chaser, there really needs to be a "tackle" of some kind for npcs to use on players and vice versa. Not that NPCs ever run away unless they are missing both their arms, but thats another issue to solve.
Tackle is on the trello so no need to worry there. I agree with you completely though but I can live with it as it is. It seems that while you can make prisoners work for you, you can at least sell them so there is still money to be made. Though I am not sure if what you actually make as a profit will be fair compared to the money you invest in medical treatment and feeding them.

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TotallyRandomPerson
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Sun Apr 10, 2016 10:28 am

Mattk50 wrote:Enslaving people should give you an automatic relation hit with factions who are anti-slavery, and tie the player up with constant breakout attempts and raids to "save our comrades" from their home faction.
Dumbest way to balance slavery in my opinion. That will just give you extra income from all the loot from raids.

That being said, it's also probably the only way to balance it. Slavery is gonna need some debating.
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Mattk50
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Sun Apr 10, 2016 10:44 am

TotallyRandomPerson wrote:
Mattk50 wrote:Enslaving people should give you an automatic relation hit with factions who are anti-slavery, and tie the player up with constant breakout attempts and raids to "save our comrades" from their home faction.
Dumbest way to balance slavery in my opinion. That will just give you extra income from all the loot from raids.

That being said, it's also probably the only way to balance it. Slavery is gonna need some debating.
When raiders are tougher, have better ai and are willing to destroy your entire outpost, hopefully it won't just be "extra income". It's dumb to frame a problem with raids not being challenging enough as a problem that can only be solved by messing up other parts of the game.

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TotallyRandomPerson
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Sun Apr 10, 2016 11:19 am

Mattk50 wrote:When raiders are tougher, have better ai and are willing to destroy your entire outpost...
Didn't consider the flip-side of the coin. Would it be practical and fair to have increasingly hard raids to balance it? I think not, because as you get powerful raids closer to your breaking point you're still getting even better loot from the tougher and more plentiful enemies.

Then your defenses would eventually snap and you'd lose all progress (depending on what the raiders do.)

If the liberators successfully beat you though, they'd obviously free all slaves to deprive you of manpower. What else would they do though? Loot all your items? Kidnap your people? Actively kill you?

What do you think is balanced Mattk? Anyone else have thoughts?
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Mattk50
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Mon Apr 11, 2016 5:01 am

Once you beat back a raid of a certain strength i don't think any factions should even bother sending a raid of the same strength. if you get "defeated" by a raid, then the raid strength can get brought down again as weaker opponents see the opportunity to go after you.

If hungry bandits raid you and manage to KO your guys and steal food, maybe theyll come back again. If they all get wiped out, they should know they need to bring a bigger group next time or its not even worth trying. Also, they should know to run away if they're losing, and also have the tackle ability to pin people down so players cant just kite them around forever in front of turrets or something.

What the liberators did should depend on the faction. I think any faction should at least loot you and steal your food, factions who hate you enough would destroy your structures, factions with imperial interest might use the upcoming capture/conquest mechanics to take your outpost wholesale, factions who really absofuckinglutely hate you and want you dead should probably just kill you on the ground (if that is ever implemented). If the united cities attacks you, the slaves would probably be freed, but the holy nation would probably just take your slaves for their own. maybe use them to run their new outpost/your old outpost if they captured it.

Set
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Mon Apr 11, 2016 10:55 pm

Berzerker Jay wrote:the Holy Nation is maybe the one in control of the slaves.
This is true in a part but.....I saw a group of Slavers near the limit of the "Hive swamp" with the sea (entering from restricted area on map)

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