[FEATURE] labour should increase strength
I think it would make sense for labour to increase strength just as well as combat and walking while loaded do....after all, working in a stone mine would sooner or later make you quite strong BUT not extremely so because it will also put strain on your organism...it should probably only work up to 40-50 points of strenth....
Perhaps labouring could increase strength, but only for a certain time, after which the character stops gaining points unless they stop and rest. This would probably relate to food, water and fatigue but at this stage we don't really know how those things are going to be implemented.
If the character continued to labour for a long enough period after they stopped gaining strength points perhaps their health* (and with it their strength and maybe athletics) begin to drop. Obviously paid labourers and faction members would automatically rest before this started to happen but it could be useful for enslaved enemies.
*I used the word "health" to explain my reasoning behind the mechanism in my idea, not to be confused with hit points.
If the character continued to labour for a long enough period after they stopped gaining strength points perhaps their health* (and with it their strength and maybe athletics) begin to drop. Obviously paid labourers and faction members would automatically rest before this started to happen but it could be useful for enslaved enemies.
*I used the word "health" to explain my reasoning behind the mechanism in my idea, not to be confused with hit points.
Agree completely. Exercise, even if you call it labor, is good for the body. The question is: how would it grow, mechanically speaking? Simply have growth based on what job their doing? Or have it grow via time spent x encumbrance strength growth?
Also: that resting idea, RebD. That's awesome, and should apply to all physical stat (str, dex, end) growth. Now beds won't just be for hospitals! Though, I hope stat loss from lack of rest is only temporary.
Also: that resting idea, RebD. That's awesome, and should apply to all physical stat (str, dex, end) growth. Now beds won't just be for hospitals! Though, I hope stat loss from lack of rest is only temporary.
Well there could be two stages, a temp one that restores the characters stats when they rest and a permanent one that cemented the damage recieved in the first stage of loss. This would only occur when a character was forced to keep working and if left to their own devices, they would of course automatically stop well before that point.Tolwrath wrote: that resting idea, RebD. That's awesome, and should apply to all physical stat (str, dex, end) growth. Now beds won't just be for hospitals! Though, I hope stat loss from lack of rest is only temporary.
The main reasoning I have behind it, is it would allow factions to work slaves, that they didn't particularly care to keep (and feed, guard etc), to death. It would also allow a faction to work a slave hard enough that they weren't likely to be physically capable of escaping far on their own, particularly if it's a very strong character.
So that's actually more what I had in mind, rather than an extra task for unenslaved characters.
OP is right imo, getting strength should happen, maybe Chris has it already planned, but just hasn't had the time to add it yet.
The feature of fatigue and resting sounds nice too, although gameplay wise it could end up costing a lot of micro imo. Marching with your army in the desert for a few days towards the enemy city and having to rest before attacking seems realistic and opens up new tactics, but to avoid fighting (during your march) while tired you would need to tell your troops to rest a few times while on the way.
The feature of fatigue and resting sounds nice too, although gameplay wise it could end up costing a lot of micro imo. Marching with your army in the desert for a few days towards the enemy city and having to rest before attacking seems realistic and opens up new tactics, but to avoid fighting (during your march) while tired you would need to tell your troops to rest a few times while on the way.
You should always proofread carefully to make sure you didn't any words out.
Need help? pm me or any other mod.
- Clawdius Talonious
- Posts: 540
- Joined: Sun Jan 29, 2012 7:35 am
Labor of certain types should certainly affect strength. While mining for example, you would expect your strength to increase up to a certain point. There are other forms of labor available that would have no real effect on your strength, weaving cloth for example. Honestly having labor slowly increase strength to a baseline of say, 20 would add a feature that has been requested a number of times. If it isn't terribly difficult to implement I would hope it will be in a patch shortly after walls are reintroduced in .41.
Well it could be automated, you could set a squad to rest often so they're always at %100 but that would be the slowest option. You could set it so they only rest when they need, a bit faster but they're open to being attacked while tired. And finally you could have forced march, very fast but leaves the characters exhausted and not really able to fight.1337 wrote:
The feature of fatigue and resting sounds nice too, although gameplay wise it could end up costing a lot of micro imo. Marching with your army in the desert for a few days towards the enemy city and having to rest before attacking seems realistic and opens up new tactics, but to avoid fighting (during your march) while tired you would need to tell your troops to rest a few times while on the way.
Having said that, that's not what I had in mind at all. I'm not entirely against the idea of fatigue being applied to movement but what I was suggesting earlier was meant only for hard labour work, such as mining.
weaving etc. should imho help with your dexterity instead....Clawdius Talonious wrote:Labor of certain types should certainly affect strength. While mining for example, you would expect your strength to increase up to a certain point. There are other forms of labor available that would have no real effect on your strength, weaving cloth for example.
in fact i think that smithing would help with your strength just as well as with your dexterity because its quite demanding in both ways but since we dont have that yet....
- 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
I like this idea, that's all I have to say.
"Religion is regarded by the common people as true, by the wise as false, and by rulers as useful."
Anonymous
http://cdn0.meme.li/instances/300x300/39130542.jpg
Anonymous
http://cdn0.meme.li/instances/300x300/39130542.jpg
Bumping this thread because...
+1 to Jobs increasing attributes as well as skills (i.e. mining and farming increases strength whereas cooking and weaving increase dexterity)
+1 to fatigue being included whenever the survival aspects are implemented
+1 to Jobs increasing attributes as well as skills (i.e. mining and farming increases strength whereas cooking and weaving increase dexterity)
+1 to fatigue being included whenever the survival aspects are implemented
This would be a fantastic mechanic to include with the survival aspects.RebD wrote:Well it could be automated, you could set a squad to rest often so they're always at %100 but that would be the slowest option. You could set it so they only rest when they need, a bit faster but they're open to being attacked while tired. And finally you could have forced march, very fast but leaves the characters exhausted and not really able to fight.
Make it so.PnzrNorm wrote:Bumping this thread because...
+1 to Jobs increasing attributes as well as skills (i.e. mining and farming increases strength whereas cooking and weaving increase dexterity)
+1 to fatigue being included whenever the survival aspects are implemented
-
- Information
-
Who is online
Users browsing this forum: No registered users and 9 guests