Pink Petal Games

Feedback => New Features => Topic started by: Shinteo on February 23, 2010, 12:30:46 PM

Title: A few suggestions...
Post by: Shinteo on February 23, 2010, 12:30:46 PM
Just gotta say that I love this game, though there are some things that bug me about it. First is the age thing. While I understand the desire to keep the minimum age at 17, it is rather irriatating when the status screen shows the wrong age, espically when you know the age of the girl.
What I suggest then, would be to allow the true age to be shown, but do not use any loli girls in the actual game.
This would allow you to maintain the your stand without breaking the illusion of the game world. Those who wish to can either create their own girls, or download the girlpacks.

The other thing I find wierd is that currently, the only difference between the girls is that some are bought from the slave market, some found (or kiddnapped) from the streets, while the rest are from the catacombs. Other then that, it's all the same. What I suggest is that there should be some kind of different levels to the girls. Goddesses and demons should not be on the same level as other mere mortals after all.
I suggest the following division,

Level 6 - Goddesses and demons (Ah! My Goddess)
Level 5 - Supernatural beings (Touho)
Level 4 - Other races (Elves, monster girls)
Level 3 - Cybot/robots (Chii, Andriod 18)
Level 2 - Combat type (Naruto, bleach)
Level 1 - Normal (Other type of girls)
Special Level - Royalty (Queens and Princess)

Furthermore, Your ablity to house those girls would also change throughout the game. You start off only able to capture and whore out normal girls. As you expand and learn, you'll then take on the challage of breaking in combat type girls, and so on. Different level of girls would require different type of eqiuments and rooms.
Normal girls may only need a cell and a whip, for instance, but combat class may need a full dungeon. Supernatual girls and monster girls will also need special gear catered to them as well, amulets and magical restrains and so on. You might only be able to access Royalty slaves only in certain situations, like say a VIP section of the slave pens that is only accessable when you reach a certain measure of importance or influence in the city.

Factions is something else I'll like to see in this game. Something like having a set bonus when you have, say, two girls from Naruto working in the same house, or on the same job. Maybe special combos can be unlocked and used, like say, Euphemia and Cornelia from Code Geass. As they are sisters, there'll be a special event or something when you aquire both of them. Stuff like that.

I'll also like to see options for the enslavement of unique chars fleshed out. Say Chun Li is going around challaging people into fights and winning all of them. How would you go about enslaving such a woman? Cheat during the fight? Slip drugs into her food and drinks to weaken her? Or train yourself to such a level that you can beat her fair and square? Such would also determine how she'll view you as her master.

Events affecting the world at large would be interesting too. From small events like a certain all girls inn going out of busness, evacuating the tentants onto the streets, to the invasion of a country leading to an influx of slaves, things like that.

Of course I realize that many of my suggestions are not very pratical at the moment, but this is something I would like to see in this game. Just something to think about...
Title: Re: A few suggestions...
Post by: zodiac44 on February 23, 2010, 04:58:33 PM
Working through your post backwards:

Some of your suggestions will be easily implementable once the script system is overhauled (namely, interactions with unique girls and other events).

The faction system you suggest is done in Sim Brothel, and while it isn't a bad idea, we also don't want to clone SB.

I'm not sure what you mean by separating girls into different levels, but the trait system is intended to provide the degree of differentiation that it seems you are looking for.  The current traits probably don't cover it entirely, but they are far from being finalized.

When it comes to age limitations, we have discussed this point ad nauseum.  Basically, in some jurisdictions, there are potential legal issues without a minimum age limit.  Since the great and vast majority of girls are user-created and -distributed, the developers have no control over character age other than imposing a hard-coded minimum.  Without completely changing the open nature of the platform, there is no way to prevent users from creating and using loli girls, so to cover our legal asses, there must be a hard-coded minimum age.
Title: Re: A few suggestions...
Post by: Mehzerz on February 23, 2010, 05:09:00 PM
Zodiac pretty much nailed it. Pretty much all of this has been discussed, there's a very, VERY long "to add" list somewhere around here. But at the moment the job system is still in development, so therefor anything else has pretty much been stuck on the back burner. If the game gets anywhere to how Doc Clox has mentioned where he'd like to see it go, it'll be a vastly different game than it is now.


A change that's more than welcome too.


Oh and the age thing, my only suggestion is to completely remove it. It's not really necessary nor does it do well... anything. I of course suggested this long long ago when the issue first came up, and was shot down very quickly lol. I suppose instead of age you could go with words. Young, Teen, Adult, Middle Age, Unknown.


Either way, it's not that big of a deal imo.
Title: Re: A few suggestions...
Post by: Graen on February 23, 2010, 05:46:04 PM
Oh and the age thing, my only suggestion is to completely remove it. It's not really necessary nor does it do well... anything. I of course suggested this long long ago when the issue first came up, and was shot down very quickly lol. I suppose instead of age you could go with words. Young, Teen, Adult, Middle Age, Unknown.
Heh, my biggest problem with the "Age Thing" is that, 5 years after their born, your daughters are working for you. ???
Title: Re: A few suggestions...
Post by: OvdS on February 23, 2010, 05:57:24 PM
Heh, my biggest problem with the "Age Thing" is that, 5 years after their born, your daughters are working for you. ???
Make that 60 weeks (roughly 1 year), and they are aged 17. Mehzerz idea seems to be a fair one.
Title: Re: A few suggestions...
Post by: Graen on February 23, 2010, 06:29:29 PM
Make that 60 weeks (roughly 1 year), and they are aged 17. Mehzerz idea seems to be a fair one.
LOL!  You're right.  I'm so glad I took those calculus classes... ::)
Title: Re: A few suggestions...
Post by: Midnight_Amratha on February 23, 2010, 09:57:36 PM
this being a (sort of ) fantasy game with dimention gates popping left right and center you should believe you could stretch your imagination to cover the concept of time being a dimention as well and while the daughters are being cared for it doesn't say where. i suggest you accept they are being minded in the dungeons which have vast facilities and maybe, just maybe also time distorting/bending rooms in them. a room where time goes like ohh i dunno, perhaps 17 times faster?
 if we accept those premises then i don't have any trouble accepting the daughters grow to be 17 in the space of one year.
 
just my two cents (ran outta dollars long time ago)

oh by the way, don't take this as a critisism, just a way of looking differently at the issue being brought up, hate to sound sarcastic but sometimes my mouth runs off with my thoughts before my mind puts the brakes on
Title: Re: A few suggestions...
Post by: Samu on February 23, 2010, 11:14:18 PM
...
 i suggest you accept they are being minded in the dungeons which have vast facilities and maybe, just maybe also time distorting/bending rooms in them. a room where time goes like ohh i dunno, perhaps 17 times faster?
 ...

DBZ's time chamber comes to my mind
Title: Re: A few suggestions...
Post by: Mehzerz on February 24, 2010, 01:19:49 AM
Yes, I suppose aging at an incredible rate is possible in the setting given, not to mention making them "17" but still have them look incredibly young. Who knows... like I said it's not a huge issue. I can see how it'd kill the interest for the ones who wanted a harem of lolis though.
Title: Re: A few suggestions...
Post by: Sigfried666 on February 24, 2010, 05:17:05 AM
And I believe they grow that fast because otherwise, well...
How would you make a game session last for 17 years so the girls would have aged correctly?
I'm a pervert and all, but my patience wouldn't last long enough...

And even if it is not relevant, I liked Meherz idea on "age".
Title: Re: A few suggestions...
Post by: jarto on February 24, 2010, 09:18:51 AM
If the minimum age really bothers you, go the Etna route. That is, make a young girl with "unknown" age, and make her an immortal being with a young appearance.
Title: Re: A few suggestions...
Post by: Shinteo on February 24, 2010, 02:07:33 PM
Glad to see I'm not the only one bothered by the age thing. Might be a good idea to put as an option somewhere to disable age display, since it is of no pratical use as of now.

By separating girls into different levels, I mean having different tiers of girls. At the moment, you can aquire a goddess as easily as some nobody from the streets. What I was suggesting is to separate the possible girls into different tiers, and you can only access the next level only after being prepared for it. As an example, you can't really have a vampiress in your brothel without having some means to control her, crosses and holy water and such. For robotic girls like Chii, you'll need some area to do maintainance on, or they're likely to break down sooner or later. Stuff like that.

Traits, I feel, seems to be something else all together. It defines charateristics of the girls, but do nothing to classify them in their respective tiers. Though it can of course be used, with a little addition. Say you have a girl with the trait "werewolf" (Note that I am making things up as I go.) Without any silver chains in your brothel, the girl would most likely break out the next full month, destroying your place on her way out. Things like that...

In any case, I wasn't really expecting anything to come out of this. Just a post to share ideas. I certainly respect that you are the guys in charge of this project, and what you say goes.
Title: Re: A few suggestions...
Post by: Mehzerz on February 24, 2010, 07:47:41 PM
 By separating girls into different levels, I mean having different tiers of girls. At the moment, you can aquire a goddess as easily as some nobody from the streets. What I was suggesting is to separate the possible girls into different tiers, and you can only access the next level only after being prepared for it. As an example, you can't really have a vampiress in your brothel without having some means to control her, crosses and holy water and such. For robotic girls like Chii, you'll need some area to do maintainance on, or they're likely to break down sooner or later. Stuff like that. 


The robot thing has been discussed and as far as I know, may be added later (if not in 1.30) The problem with tiers is that you have to give some incentive to having one girl over the other and as the game currently is, there is none. Why would you want vampires and robots who need to be chained down and constantly looked after if you can have normal girls who don't need that?


NO INCENTIVE. Your idea just makes keeping girls more complicated than it has to be. Does it make sense? Sure. But is it necessary? As girls are NOW. There's no reason for this... yet.
Title: Re: A few suggestions...
Post by: zodiac44 on February 25, 2010, 01:04:12 AM
I would rather see it handled in scripts written specifically for the girls.  With creativity, a writer could come up with a plausible story in which you obtain the services of a vampire, with events that pop up every now and then that you have to deal with or she murders a few dozen people and runs off.  Maybe have another script in which you bargain for the services of a succubus.  When overhauled, scripts should be capable of overriding the default behaviors of most, if not all of the girl interactions in the game.
Title: Re: A few suggestions...
Post by: Mehzerz on February 25, 2010, 06:22:22 AM
I would rather see it handled in scripts written specifically for the girls.  With creativity, a writer could come up with a plausible story in which you obtain the services of a vampire, with events that pop up every now and then that you have to deal with or she murders a few dozen people and runs off.  Maybe have another script in which you bargain for the services of a succubus.  When overhauled, scripts should be capable of overriding the default behaviors of most, if not all of the girl interactions in the game.


Pretty much how it's going to have to work, with the games current setup anyways. Scripts will give the game a huge interactive over-haul. It's a certainly something I've been looking forward to since day one.
Title: Re: A few suggestions...
Post by: Sigfried666 on February 25, 2010, 02:24:29 PM
Sounds great, you know. 'Cause with the same scripts and events with all the girls, weel, you get bored after some time...
Making the player feel even more involved is nice...
Title: Re: A few suggestions...
Post by: Mehzerz on February 25, 2010, 03:28:23 PM
The problem is it's widely a community effort, some writers may think of the player a certain way while others another. Thus making content widely different depending on who does what, it'll take a HUGE effort and lots of community organization to make things some what consistent. I suppose a basic level of the player and girl, gang and environment interaction would have to be set by the developers to ensure some base line for personalities and the like.


But I see mostly people largely doing their own thing... luckily the game easily modable. :)
Title: Re: A few suggestions...
Post by: Shinteo on February 27, 2010, 09:58:10 AM
Is it possible to, say, make it so that a certain girl can only be captured when you have another girl in your brothel using scrips? I have been trying to think of storylines and reasons why certain girls are in Crossgate in the first place. Something like that would make building a storyline for a whole group easier.
Title: Re: A few suggestions...
Post by: Mehzerz on February 27, 2010, 02:36:47 PM
Is it possible to, say, make it so that a certain girl can only be captured when you have another girl in your brothel using scrips? I have been trying to think of storylines and reasons why certain girls are in Crossgate in the first place. Something like that would make building a storyline for a whole group easier.


With the current script editor I doubt it... but I havent really tried it myself. New script functionality is on the very long to-do list.
Title: Re: A few suggestions...
Post by: zodiac44 on February 27, 2010, 04:53:20 PM
With the current script system, who knows?  When the new system is implemented, I strongly suspect that you will be able to do it.
Title: Re: A few suggestions...
Post by: altereggo on March 01, 2010, 10:07:41 PM
depending on who does what, it'll take a HUGE effort and lots of community organization to make things some what consistent.

If we (users) could organize ourselves enough to release theme packs together, along the lines of doc's alternate city project, we could solve that problem. Now that the code's been released we would have an easier time understanding the limits of what the scripts are capable of.
Big 'if,' though. :D
Title: Re: A few suggestions...
Post by: jarto on March 02, 2010, 07:14:25 AM
Glad to see I'm not the only one bothered by the age thing. Might be a good idea to put as an option somewhere to disable age display, since it is of no pratical use as of now.

Now that you mention it, yes, age is unnecessary in this game.
Title: Re: A few suggestions...
Post by: Mehzerz on March 03, 2010, 03:24:10 AM
If we (users) could organize ourselves enough to release theme packs together, along the lines of doc's alternate city project, we could solve that problem.


Well due to how easily moddable the game is, and I "assume" once the script overhaul is completed the player and a few of the original girls may have pre-set personalities already. My biggest issue is making the player have a consistent personality. The few writings I saw from members on this forum really surprised me.
An upfront some-what aggressive personality with an impatience and intolerance for those under him. All the while keeping this attitude during his more ethical options as choices. He's a slave master after all, there's no 100% good in what he does to begin with. So it's more like he's Lawful evil,  Neutral evil, or just plain chaotic evil.


http://img210.imageshack.us/img210/6833/alignmentstu2.jpg
Title: Re: A few suggestions...
Post by: fixet on March 03, 2010, 05:58:19 AM
that's not how the alignment chart works
Title: Re: A few suggestions...
Post by: Alugere on March 03, 2010, 12:07:25 PM

Well due to how easily moddable the game is, and I "assume" once the script overhaul is completed the player and a few of the original girls may have pre-set personalities already. My biggest issue is making the player have a consistent personality. The few writings I saw from members on this forum really surprised me.
An upfront some-what aggressive personality with an impatience and intolerance for those under him. All the while keeping this attitude during his more ethical options as choices. He's a slave master after all, there's no 100% good in what he does to begin with. So it's more like he's Lawful evil,  Neutral evil, or just plain chaotic evil.


http://img210.imageshack.us/img210/6833/alignmentstu2.jpg (http://img210.imageshack.us/img210/6833/alignmentstu2.jpg)

He's not necessarily evil, though. Depending on the culture, slavery varies. In some cultures, people are only enslaved if they're criminals or children of criminals, likewise, other cultures only take slaves from people they're at war with. I'd say the whole neutral spectrum is open as well.
Title: Re: A few suggestions...
Post by: exodia91 on March 03, 2010, 02:31:21 PM
....Errr... by player, do you mean main character? And if so... he isn't supposed to have a set personality, the player is supposed to be his personality; giving him a set one would constrain peoples personal viewpoints and goals, and limit the stuff they could script him to do (without making him wildly inconsistent).
Title: Re: A few suggestions...
Post by: zodiac44 on March 03, 2010, 03:02:54 PM
I think you're focusing too much on the slavery issue here.  It is entirely possible to play the game without owning a single slave, so I don't think slapping the "slave master, ergo evil" label on the player is appropriate.  Furthermore, it is entirely possible to fit the D&D textbook definition of "good" and still be an "upfront some-what aggressive personality with an impatience and intolerance for those under him."

When scripting for the game, there should be options for different alignments.  An evil character might choose to enslave, torture, and starve to death an enemy; while a good character might choose to politically neuter him and have him banished from the city.
Title: Re: A few suggestions...
Post by: Alugere on March 03, 2010, 03:59:43 PM
Would just normally neutering him be neutral then?
Title: Re: A few suggestions...
Post by: LordShame on March 03, 2010, 05:39:25 PM
Depends on whether the guy's a rapist.  :D
Title: Re: A few suggestions...
Post by: Mehzerz on March 03, 2010, 07:04:57 PM
Well, like I said WE should be able to choose his moral actions. But he still needs a "base" personality, a man who has to no problem taking enemy territory, keeping girls in a dungeon, and keep all of this from the authorities is NOT going to be a simple push over.


So yes, like Zodiac said you can be good and still be aggressive and rude. I like to think of Docs "event script" as the type of character that would make the PC fun to play as.


http://pinkpetal.org/index.php?topic=130.30
This one has been inspired in about equal parts by the Beeb's telly adaptation of The Turn Of The Screw and some truly odd fever dreams, courtesy of this damn cold.

A little preamble: it is my intention to generally nerf the slavemarket some time soon. Essentially I want to make the replacement rate for slaves a lot slower. This means a) that if the current crop are a bit lacking, you can't just wait a turn and get a full refresh - you'll need to wait until the girls are bought by someone else before they are replaced, and b) that if you buy all the girls one week, they'll be replaced slowly, over the course of several weeks.

Doing this, I hope to increase scarcity, and thereby make the make girls more valuable to the player. It also means that there's a point to events that open access to new markets, or new sources of slaves. For those concerned that such a change is going to somehow spoil the game, there will exist config options to restore the market to its current behavior.

That said...


"One of your squad leaders tells you of a possible business proposition. The manager of the city's bedlam-house is running short of room, and wants to talk to you about possible options for 'care in the community'"

A: Not interested (ENDS)
B: Talk to him

"You agree to a meeting on neutral territory, and are introduced to Doctor Thaddeus Nutt, proprietor of the Crossgate Bedlam Estate, known to your patrons as 'The Nutt House'. Nutt is a coarse, grubby little man, and the prospects of his actually  holding a doctorate seem highly unlikely. Nevertheless, having gone this far, it costs nothing to hear the man out"

Nutt: "Evening, your worship. Dunno how much your man here told you, but I'm developing a bit of a crisis in the cash-flow and accommodation areas. All down to the increasing strains of the modern lifestyle, I'm thinking..."

PC: "Get to the point, Nutt..."

Nutt: "Well, your eminence, I had heard that a man in your line of work was always looking for new talent, so to speak. And I happen to have some charming young ladies what I need to find new homes for. So I thought maybe we might be in a position to do each other a power of good, see?"

PC: "And what is it that you thought I might do with these charming ladies, Nutt?"

Nutt: "Well, I had thought you might be able to sell their bodies, chief. Thing is... " Nutt looks around furtively and drops his voice "... thing is, our two lines of business has more in common that most people might think.  Looking after a house full of headcases don't generate that much in the way of revenue, see? So if some young buck has a highly experimental therapy he wants to perfect, and if he's willing to make a small charitable donation to the running of the estate, then we lets him into the patient's quarters and we leaves them alone for an hour or so.

Nutt: "Purely as a matter of professional courtesy, we doesn't enquire too closely as to the nature of the therapeutic procedure, although from observing the after effects I would be forced to conclude that a great many in the medical profession think highly of the healing effects of sexual stimulation."

OPTIONS:

A: Declare War on the disgusting little toad.
B: Find out more
C: Terminate the discussion, before he contaminates anything.

A: Declare War

PC: "Doctor Nutt, you seem keenly interested in economic theory. Has it occurred to you that prostitution in Crossgate is not entirely a free market in the classical sense?

Nutt: "Well, about that, your Radiance..."

PC: "... or perhaps it would be more precise to think of it as the ultimate distillation of free market economics. 'The Law Of The Jungle' is a phrase many have found apt. The Invisible Hand (if you'll forgive the mixed metaphor) turns out to be Red In Tooth And Claw. Do you follow me, Nutt?"

OPTION: At this point, if the PC has a seriously badass rep, Nutt will try and cave. If the PC lets him surrender, he gains control of a mental institute outside Crossgate, which will open a new supply of girls, but which may prove a decidedly mixed blessing in the medium to long term.

We continue on the assumption that the PCs rep isn't up the challenge, or that the PC prefers to crush Dr. Nutt like a bug.

Nutt: "Here, I don't think I like how this is going! I came here in good faith thinking we could do business."

PC: "Oh, but we can. I'm looking forward to it. I was thinking 'hostile takeover'. With a distinct emphasis on the 'hostile'."

Nutt: Backing away hastily "You won't take me down easily! You're not the first to try it on, you know!"

END: Nutt appears as a new (and somewhat underpowered) rival. The Nutt House is built to be defended, and his guards are reasonably well trained, but he is unlikely to cause problems beyond a turn or two. Player acquires control of the Nutt House, with all the pros and cons that entails.

Backing up to "Find Out More"

PC: "An interesting proposal, but I'm not entirely sure I want to enter the world of long term mental healthcare."

Nutt: "Shouldn't be a problem; just treat them like any other slavegirl"

PC: "I believe I must have missed something. 'Slavegirl', Doctor?"

Nutt: "All our inmates are branded when we take charge of them. It's a power of attorney sort of thing. Means they can't raise legal objections to various treatments that while distasteful, may prove essential to the ultimate rehabilitation of the patient."

PC: "That would be 'distasteful' in the narrow, technical sense of  'being gang raped by a half dozen bored dilettantes from up on Nobbs Hill,' I take it?"

Nutt: "Well, I'm not aware of anyone who chooses to frame their research objectives in those precise terms, obviously, although... "

PC: "Skip it, I can imagine. So you're basically a slaver?"

Nutt: "Oh NO, sir! Oh no, no, no, no, no! The slave tattoo is purely a legal formality. As well as providing  a useful tracking mechanism, should one of our poor lost lambs manage to stray beyond our walls, of course."

PC: "And if the title to one or more of those lambs should pass to a third party?"

Nutt: "Then I would obviously hope that said party would uphold the ethical responsibilities that go along with the bond of slavery. In the unlikely event that the party chose to ignore those responsibilities and maximally exercise his rights under law, I would obviously be deeply shocked. Shocked and appalled, in fact..."

PC: "... but sadly unable to compel me to honour a  contract made with my predecessor in interest that was verbal at best. Is that about the size of it?"

Nutt: "More of an unspoken understanding, if truth be told. That's always assuming that word of the arrangement gets out, sir, which I don't see any reason why it should, if I may say so."

PC: "That's all well and good, but you still haven't addressed the whole 'madder than a box of frogs' aspect of the deal.

Nutt: "Oh, they're gone in the head all right, but that needn't stop you making a profit. Just chain them spread-eagled to the bed and let your patrons get on with it. You might need to stop the gobs on some of them, maybe tie a sack over their heads as well, but at the end of the day, quim is quim sir, as I'm sure you'll agree."

PC: "I'm not going to get many takers for that level of service."

Nutt: "So drop your price and make it up in volume. You'll make your costs back in three months, tops. Plus, you never know when you might need meat to get fucked by a viras plant, or a plaything for your soldiers where it doesn't matter too much if it gets broken ..."

Options:
A: Nutt, you are a loathsome little worm, and it will be my great pleasure to expunge you from existence.
B: Nutt, you are a loathsome little worm, and I want nothing to do with you or your operation.
C: Nutt, you are a loathsome little worm, and I've decided to invest in your business.
D: Nutt, you are a loathsome little worm, and I'm only accepting your offer so I can rehabilitate these poor, suffering creatures.
E: Nutt, you are a loathsome little worm. How soon can I take delivery?

Option A reverts back to the earlier Declare War case.
Option B leaves the door open for the PC to change his mind. In the meantime, Nutt may be expected to do business elsewhere, and the PCs rivals may receive some small bonuses.
Option C costs a lot of cash, but puts the PC in control of the Nutt House with Nutt as managing director. This gets most of the benefits of seizing the place by force, and few of the drawbacks since Nutt is experienced at navigating the political minefield of mental healthcare in Crossgate.

Option D gets the PC major disposition and suss bonuses if done right:

PC: "Nutt, I'm going to take these girls off your hands for no reason other than to see them returned to a state of happiness and sanity"

Nutt: "Good luck with that *cough*Bless you guv'nor, I knew you was on the side of the angels, right from the start, I did. You is only doing what I would do if only I had the finance for it, and it is a sad, sad indictment on the state of the world today that..."

PC: "Nutt?"

Nutt: "Yes sir?"

PC: "Get out of my sight before I have you castrated."

Nutt: "Yes sir. Getting out now, sir."

Option E sees the PC get a job lot of a half dozen slavegirls at about half the market rate. Subsequent examination will reveal
  • They are all at very low health
  • They are all badly mentally traumatised. High hate and fear, low spirit, maybe some negative traits.
  • They are all pregnant, generally showing and quite far along
  • They have disappointingly low looks ratings, but closer examination will show that most of them have medium to high beauty - it's just that their charisma stats are all around zero.
If the deal goes through, further events will occur involving Dr. Nutt. At this point the PC will be free to review the "Declare War" option should he or she so choose.

If dealings are generally successful, Nutt has a cousin who runs a home dedicated to the treatment of ladies of "tainted blood". These are the cases where great grandma was a succubus, but the demonic aspect manifests rarely and unpredictably. Or the offspring of young women raped by tentacle beasts, whose progeny only mostly take after their mother. To say nothing of werewolves, vampires, and other young ladies whose special needs mean that they are best kept out of society as a whole.

Title: Re: A few suggestions...
Post by: DocClox on March 04, 2010, 04:56:18 AM
Trying to get a neutral tone for the PC is an interesting problem. As I see it, he's always going to be a bit of a hard case, since he's capable of defeating a half dozen ganglords and buiding and maintaining a sex-industry empire in a city like Crossgate. You can't do that if you're too much of a fluffy bunny.

On the other hand, I don't see any reason why he has to be a thug, and so I try and give him a bit of wit and charm. Admittedly, the clip above gets a bit "Blackadder-and-Baldrick" in places, but overall it's the tone I'd like to see the PC adopt in most cases: He's tough, he's intelligent, he has a sense of humour and he's equally capable of acts of compassion, kindness and sudden, callous brutality, depending on the circumstances. And how the player plays him, of course.

Changing the default tone is something I'd like to be possible, but it would be a pain. We'd need to extract all the dialog from the game and put it in configs, and to sort out $PARAMETERS for all the names involved in an exchange. Probably pronouns as well in case someone wants to play the PC as a girl.

That said, I expect most of the dialog will end up in scripts anyway, so it might not be that bad.
Title: Re: A few suggestions...
Post by: Mehzerz on March 04, 2010, 07:07:41 AM
I think for convenience sake... and to make things simpler (for the time being) setting a general tone would be the best course of action. I really like how you and a few others in that thread showed his personality. I've never seen a lead character like that in a video game. So, even though he's a hard case, and intolerant to "disgusting little toads" he can still be kind and compassionate. In the end the user decides his actions anyways. 


I can't wait for some morally confusing decisions... or decisions that seem right at first but end up working against you. Decisions in the Bioware games are always pretty easy to discern, if you want to be good you just pick the most obvious good choice, for bad the bad one. I'd like to see some not so "obvious" choices in this game. We do have some pretty talented writers on this board... IT CAN HAPPEN.
Title: Re: A few suggestions...
Post by: fixet on March 04, 2010, 09:43:01 AM
I might be alone in this, but I'd prefer the pc to be "characterless"

as in, don't force a character on him at all. don't have him say anything outside player choices
I think it would be better to mold his character from his actions, rather than the way he forms his sentences
so, instead of the whole "disgusting little toad" thing just say: "declare war" and be done with it

just give us things we can do, and let our imagination do the rest
more "talk" actions, operations, jobs, and moneyless customer type events would be far more appreciated and enjoyed on my side
forcing a personality on my character is not something I like to see in games

edit: re-reading this, I'm not sure I expressed myself right
I am not saying to scrap scripted events or anything, what I mean is, leave the player character as he is
so, instead of personalizing player choices, make them the same as the customer event
"let him go"
"let him go but tell your men to follow him"
"kidnap his wife"
"kidnap his daughter"

describe what the pc is doing, and not how he is doing it
focus on the possibilities the character has, instead of the who the character is
Title: Re: A few suggestions...
Post by: OvdS on March 04, 2010, 10:16:56 AM
I would agree with fixet on this.
But if you would like to add the alignment at all, just make it mandatory to select an alignment in the beginning and only allow actions according to this allignment (e.g. a good charakter can not use torture) or at best on the edge (and force a change of allignment, if the the character often choses to act out of allignment).
Title: Re: A few suggestions...
Post by: zodiac44 on March 04, 2010, 01:59:54 PM
The system is set up now so that the actions you take determine your alignment, not that your alignment restricts the actions you can take.  It doesn't work perfectly now, but eventually it will).

Examining your suggestion in further detail, it would be interesting to make this a difficulty setting.  If the player chooses a "good" alignment which restricts the actions he can take (presumably, no torture, kidnapping, extortion, slave-binding, or other illegal and/or immoral activities, perhaps even prohibiting slave ownership), this might make the game tangibly more difficult to play.  It would also give script writers a bit of freedom, in that the PC's alignment could be a condition to trigger a script (ie. have a script that triggers only for evil PC's) or trigger alternative options to resolve the script (present one tree for evil, one tree for good).  This also has the side benefit that script writers don't have to consider the magnitude of the effect a given action would have on the PC's alignment, since the alignment is a fixed choice.
Title: Re: A few suggestions...
Post by: Mehzerz on March 04, 2010, 02:01:35 PM
I can understand why you'd like the PC to be this way... I'd perfer a character that says stuff but to each his own I suppose.


It'd certainly be easier to write events since there is no personality. But they'll seem more hollow in my opinion, for instance the Docs event from above.
Blank slate PC:
"One of your squad leaders tells you of a possible business proposition. The manager of the city's bedlam-house is running short of room, and wants to talk to you about possible options for 'care in the community'"

A: Not interested (ENDS)
B: Talk to him

"You agree to a meeting on neutral territory, and are introduced to Doctor Thaddeus Nutt, proprietor of the Crossgate Bedlam Estate, known to your patrons as 'The Nutt House'. Nutt is a coarse, grubby little man, and the prospects of his actually  holding a doctorate seem highly unlikely. Nevertheless, having gone this far, it costs nothing to hear the man out"

Nutt: "Evening, your worship. Dunno how much your man here told you, but I'm developing a bit of a crisis in the cash-flow and accommodation areas. All down to the increasing strains of the modern lifestyle, I'm thinking..."

PC: Allow him to continue...

Nutt: "Well, your eminence, I had heard that a man in your line of work was always looking for new talent, so to speak. And I happen to have some charming young ladies what I need to find new homes for. So I thought maybe we might be in a position to do each other a power of good, see?"

PC: Continue.

Nutt: "Well, I had thought you might be able to sell their bodies, chief. Thing is... " Nutt looks around furtively and drops his voice "... thing is, our two lines of business has more in common that most people might think.  Looking after a house full of headcases don't generate that much in the way of revenue, see? So if some young buck has a highly experimental therapy he wants to perfect, and if he's willing to make a small charitable donation to the running of the estate, then we lets him into the patient's quarters and we leaves them alone for an hour or so.

Nutt: "Purely as a matter of professional courtesy, we doesn't enquire too closely as to the nature of the therapeutic procedure, although from observing the after effects I would be forced to conclude that a great many in the medical profession think highly of the healing effects of sexual stimulation."

OPTIONS:

A: Declare War
B: Find out more
C: Terminate the discussion

A: Declare War

OPTION: At this point, if the PC has a seriously badass rep, Nutt will try and cave. If the PC lets him surrender, he gains control of a mental institute outside Crossgate, which will open a new supply of girls, but which may prove a decidedly mixed blessing in the medium to long term.

We continue on the assumption that the PCs rep isn't up the challenge, or that the PC prefers to crush Dr. Nutt like a bug.

Nutt: "Here, I don't think I like how this is going! I came here in good faith thinking we could do business."

Nutt: Backing away hastily "You won't take me down easily! You're not the first to try it on, you know!"

END: Nutt appears as a new (and somewhat underpowered) rival. The Nutt House is built to be defended, and his guards are reasonably well trained, but he is unlikely to cause problems beyond a turn or two. Player acquires control of the Nutt House, with all the pros and cons that entails.

Backing up to "Find Out More"

Nutt: "Mental health shouldn't be a problem; just treat them like any other slavegirl"

Nutt: "All our inmates are branded when we take charge of them. It's a power of attorney sort of thing. Means they can't raise legal objections to various treatments that while distasteful, may prove essential to the ultimate rehabilitation of the patient."

PC: "That would be 'distasteful' in the narrow, technical sense of  'being gang raped by a half dozen bored dilettantes from up on Nobbs Hill,' I take it?"

Nutt: "Well, I'm not aware of anyone who chooses to frame their research objectives in those precise terms, obviously, although... "

PC: "Ask him if he's a slaver"

Nutt: "Oh NO, sir! Oh no, no, no, no, no! The slave tattoo is purely a legal formality. As well as providing  a useful tracking mechanism, should one of our poor lost lambs manage to stray beyond our walls, of course."

PC: "ask about a third party"

Nutt: "Then I would obviously hope that said party would uphold the ethical responsibilities that go along with the bond of slavery. In the unlikely event that the party chose to ignore those responsibilities and maximally exercise his rights under law, I would obviously be deeply shocked. Shocked and appalled, in fact..."

Nutt: " If truth be told. That's always assuming that word of the arrangement gets out, sir, which I don't see any reason why it should, if I may say so."

PC: "Question the mental health of the girls"

Nutt: "Oh, they're gone in the head all right, but that needn't stop you making a profit. Just chain them spread-eagled to the bed and let your patrons get on with it. You might need to stop the gobs on some of them, maybe tie a sack over their heads as well, but at the end of the day, quim is quim sir, as I'm sure you'll agree."

Nutt: "They won't be very skilled, so drop your price and make it up in volume. You'll make your costs back in three months, tops. Plus, you never know when you might need meat to get fucked by a viras plant, or a plaything for your soldiers where it doesn't matter too much if it gets broken ..."

Options:
A: Declare war.
B: Leave.
C: Accept Proposal with Nutt still in charge.
D: Take the girls from him and give them a better life. (?) Closest thing I could think of. Right off.

Option A reverts back to the earlier Declare War case.
Option B leaves the door open for the PC to change his mind. In the meantime, Nutt may be expected to do business elsewhere, and the PCs rivals may receive some small bonuses.
Option C costs a lot of cash, but puts the PC in control of the Nutt House with Nutt as managing director. This gets most of the benefits of seizing the place by force, and few of the drawbacks since Nutt is experienced at navigating the political minefield of mental healthcare in Crossgate.

Option D gets the PC major disposition and suss bonuses if done right:

Nutt: "Good luck with that *cough*Bless you guv'nor, I knew you was on the side of the angels, right from the start, I did. You is only doing what I would do if only I had the finance for it, and it is a sad, sad indictment on the state of the world today that..."

PC(A): See him out.
PC(B): Demand he leave.

(A)
Nutt: "Oh, right, right right. Busy man, busy man. Thank you for your time." He walks out with a grin on his face.
(B)
Nutt: "Yes sir. Getting out now, sir."



Probably not exact. But you get my point. In a way I agree with you, in another I don't. I suppose I'll leave it to the majority and leave it at that.
Title: Re: A few suggestions...
Post by: exodia91 on March 04, 2010, 03:58:36 PM
Making it mandatory to select a good or evil alignment and forcing the player to only use certain actions wouldn't make the game more difficult, it would just piss people off. Its exceedingly simple to make money as good or evil, so all this would accomplish is to anger people that they can't make a choice they want to.

Writing a character without personality is supposed to be hollow, this allows the player to fill in the blanks themselves. Ever play The legend of Zelda? Link has the personality of a brick. The few times they tried to give him a personality (that motherfucking cartoon) it crashed and burned, then blew up in their faces.

Also, that has to be the corniest writing I have ever seen. I mean honestly, could that character be any more over the top ridiculous. This is a game where you're given the option of brutally torturing people to death, write the characters with at least a little seriousness. If you're gonna make him a sniveling little toad fine, but that's just.... Comedy level ridiculous. And why the fuck is he talking like he's out of Oliver twist or something.
Title: Re: A few suggestions...
Post by: delta224 on March 04, 2010, 04:03:02 PM
I would not prefer an official alignment system for the fact it would be a pain to code properly not to piss off some people. 
Title: Re: A few suggestions...
Post by: Mehzerz on March 04, 2010, 04:17:54 PM
Well exodia... please enlighten me in what you think would make for a well written character.
Title: Re: A few suggestions...
Post by: exodia91 on March 04, 2010, 08:09:01 PM
Well, I'll rewrite your rewrite and show how I personally would portray this side character. Also, I'm petitioning for being able to name the player character. If he's gonna be a hollow player avatar, we need to be able to name him to support the illusion that the player is him. Also makes it much easier to refer to him in events. Need a call <playername> function though.



"One of your squad leaders tells you of a possible business proposition. The manager of the city's mental ward is running short of room, and wants to talk to you about possible options for 'care in the community'"

A: Not interested (ENDS)
B: Talk to him

"You agree to a meeting on neutral territory, and are introduced to the manager of the ward. He turns out to be a coarse, grubby little man. Nevertheless, having gone this far, you suppose it costs nothing to hear the man out"

Manager: "Good evening, Mr.<playername>. Dunno how much your man here told you, but I've got a bit of a crisis in the cash-flow and accommodation areas, you see.... All down to the increasing strains of the modern lifestyle, I'm thinking..."

PC: Allow him to continue...

Manager: "Well, err... you see, I had heard that a man in your line of work was always looking for 'new talent', so to speak... And I happen to have some charming young ladies that... err..  need to find new homes. So I thought maybe we might be in a position to arrange a ... errr.. 'mutually beneficial agreement', see?"

PC: "Continue."

Manager: "Well, I had thought you might be able to uhh... put them to work. Thing is... " He looks around furtively and drops his voice "... thing is, our two lines of business has more in common that most people might think.  Looking after a house full of headcases don't generate that much in the way of revenue, see? So if some young buck has a uh.... erm... 'highly experimental therapy' he wants to perfect, and if he's willing to make a... small charitable donation to the running of the estate, then we might allow him into the patient's quarters and leave them alone for an hour or so."


OPTIONS:

A: Declare War
B: Find out more
C: Terminate the discussion

A: Declare War

OPTION: At this point, if the PC has a seriously badass rep, the manager will try and cave. If the PC lets him surrender, he gains control of a mental institute outside Crossgate, which will open a new supply of girls, but which may prove a decidedly mixed blessing in the medium to long term.

We continue on the assumption that the PCs rep isn't up the challenge, or that the PC prefers to crush him like a bug.

Manager: "Here, I don't think I like how this is going! I came here in good faith thinking we could do business."

Manager: He backs away hastily "You won't take me down easily! You're not the first to try it, you know!"

END: Manager appears as a new (and somewhat underpowered) rival. The Mental ward is built to be defended, and his guards are reasonably well trained, but he is unlikely to cause problems beyond a turn or two. Player acquires control of the ward, with all the pros and cons that entails.

Backing up to "Find Out More"


Manager: "The girls shouldn't be a problem, all our patients are branded when we take charge of them. It's a power of attorney sort of thing. Means they can't raise legal objections to various treatments that while distasteful, may prove essential to the ultimate rehabilitation of the patient."

PC: Ask him if he's a slaver

Manager: "Oh NO, sir! Oh no, no, no, no, no! The slave tattoo is purely a legal formality. As well as providing  a useful tracking mechanism, should one of our poor lost lambs manage to stray beyond our walls, of course."

PC: Ask about a third party managing the girls.

Manager: "Then I would obviously hope that said party would uphold the ethical responsibilities that go along with the bond of slavery. In the unlikely event that the party chose to ignore those responsibilities and maximally exercise his rights under law, I would obviously be deeply shocked. Shocked and appalled, in fact... If truth be told. That's always assuming that word of the arrangement gets out, sir, which I don't see any reason why it should, if I may say so."

PC: Question the mental health of the girls

Manager: "Oh, they're gone in the head all right, but that needn't stop you making a profit. You might need to find ways to keep a few of 'em quite, and a couple might need restraints or such, but a man in err.. your line of business could surely find a use for 'em, one way or another."


Options:
A: Declare war.
B: Leave.
C: Accept Proposal with the manager still in charge.
D: Take the girls and put them under your care. (allow this option if the player has a high good rep)

Option A reverts back to the earlier Declare War case.
Option B leaves the door open for the PC to change his mind. In the meantime, the manager may be expected to do business elsewhere, and the PCs rivals may receive some small bonuses.
Option C costs a lot of cash, but puts the PC in control of the ward with the manager still in place. This gets most of the benefits of seizing the place by force, and few of the drawbacks since the manager is experienced at navigating the political minefield of mental healthcare in Crossgate.

Option D gets the PC major disposition and suss bonuses if done right:

Manager: "Well.. err, good luck with that *coughs* You're only doing what I would do if only I had the finances for it, and it is a sad, sad indictment on the state of the world today that....."*trails off feebly*

PC(A): See him out.
PC(B): Demand he leave.

(A)
Manager: "Oh, right, right. Busy man, busy man. Thank you for your time." He walks out with a grin on his face.
(B)
Manager: "Yes sir. Getting out now, sir."



Now see, the character wasn't written badly, just the ridiculous accents that popped in and out, the bad puns... trim it and some unnecessary dialog out and you have a respectable, mostly same character with none of the corniness.... seriously though Doc, did you just watch Olliver Twist or something when you wrote this?
Title: Re: A few suggestions...
Post by: DocClox on March 05, 2010, 02:26:21 AM
Quote
seriously though Doc, did you just watch Olliver Twist or something when you wrote this?

Ever see any "Blackadder"? Nutt is basically Baldric. Not intentionally (I was kind of feverish when I wrote it) but looking back on it, I even imagined him looking the part.

Failing that, if you want a Dickensian equivalent, think "Uriah Heep". (Not the 70s metal band).
Title: Re: A few suggestions...
Post by: Zeus on March 05, 2010, 12:28:34 PM
Blackadder... i love it! (saw it first time in English with German sub on TV.) now i have it in german Dub on my PC... one of the best work from Rowan! Like it more than mister bean... "I shall be known from that on the Black Vegetable" (mh... in german he says Black Currant... and... now i hear (thx to Two audio files English and german ^-^) that in the german audio are this Can laughts played... gnaaa... )


okay ... back to topic.... aeh i can't say anything to the topic ^^
Title: Re: A few suggestions...
Post by: altereggo on March 05, 2010, 09:40:37 PM
Title: Re: A few suggestions...
Post by: Mr.R on March 09, 2010, 10:53:16 PM
Title: Re: A few suggestions...
Post by: exodia91 on March 10, 2010, 01:26:23 AM
Just gotta love the huge newbie first posts which suggest things that have already been suggested twice. Or is already in the works to be implemented. If it weren't a huge pain, I would compile a huge list of already been suggested crap. Seriously people, register, hang around for a bit, read threads, get to know how the project is going and whats up, THEN make huge suggestion posts.
Title: Re: A few suggestions...
Post by: Graen on March 10, 2010, 01:52:07 AM
Just gotta love the huge newbie first posts which suggest things that have already been suggested twice. Or is already in the works to be implemented. If it weren't a huge pain, I would compile a huge list of already been suggested crap. Seriously people, register, hang around for a bit, read threads, get to know how the project is going and whats up, THEN make huge suggestion posts.

To exodia91:
1. If you don't have anything nice to say, don't say anything at all.
2. If you want your list of things already suggested, you're going to have to type it up yourself.

To Mr.R:
3. Welcome to the forums Mr.R  ;)
Title: Re: A few suggestions...
Post by: Mr.R on March 10, 2010, 02:37:05 AM
My apologies, I am still reading upon the later posts, it takes a while to go though a whole thread ;)  and I thought posting in an older thread wouldbe more appropriate than creating a new one for no reason.  I did expect many if not all of the topics tohave been discussed; my purpose was to possibly bring something new to theboard.
Title: Re: A few suggestions...
Post by: exodia91 on March 10, 2010, 04:15:08 PM
How was that not nice. I didn't insult him, berate him, or otherwise demean him. I merely expressed my great love for massive first posts that cover covered topics, ruminated on the possible benefits of a possible list of covered topics to preempt new people from making light of themselves with suggesting suggested ideas, and then gave some friendly advice.
Title: Re: A few suggestions...
Post by: DocClox on March 10, 2010, 06:56:37 PM
And furthermore, you did it all without sounding sarcastic in the least :)
Title: Re: A few suggestions...
Post by: exodia91 on March 10, 2010, 11:54:00 PM
 ;)
Title: Re: A few suggestions...
Post by: Mr.R on March 11, 2010, 12:19:44 AM
Title: Re: A few suggestions...
Post by: Mehzerz on March 11, 2010, 01:15:24 AM
This rather old old old post has much of the "to-do list" on it.
http://pinkpetal.org/index.php?topic=104.0
Thanks to Letmein for compiling it all together, many things mentioned more recently are definitely not on here... but it should give you an idea of where the game is heading. Or might be heading... who knows how much of it will be in the game.
Title: Re: A few suggestions...
Post by: letmein on March 11, 2010, 10:32:45 PM
Normally I love to take credit for things that I didn't do, but...   what I actually did was just rip a few of the cooler ideas from necno's integrated "ToDo.txt" that is, as far as I know, still a part of the game download.  I have no idea how current that thing is (my personal guess is that it isn't, at all - especially since the new devs got on board).  Since then, many new plans have been put forward, many old ones scrapped, and I'm not even sure if the programmers really know what's been added since the last update...   so take that post with a large grain of salt.
Title: Re: A few suggestions...
Post by: Mr.R on March 12, 2010, 07:59:51 PM
Good to know, thanks.
Title: Re: A few suggestions...
Post by: FurryFanatic on May 07, 2010, 10:05:04 AM
Did the devs change the way items are bought in the shop? I was trying out an item that doesn't run out when it's available in the shop, but instead of the usual "click on item then click multiple times on the buy button" I have to keep clicking on the item and back to the buy button every time I buy it.  Is there any way we can go back to the non-disappearing item selecting cursor on the shop menu?
Title: Re: A few suggestions...
Post by: Mehzerz on May 08, 2010, 02:06:37 AM
Not really a new feature but....


In the "Interact with" stuff... can we PLEASE PLEASE. Make it fewer times we can do it and make the few we're allowed to do just more effective in return? This way I can do half the clicking for the same results.


Does anyone really talk to any other girls in the same day?
Title: Re: A few suggestions...
Post by: Dagoth on May 08, 2010, 03:03:25 AM
Did the devs change the way items are bought in the shop? I was trying out an item that doesn't run out when it's available in the shop, but instead of the usual "click on item then click multiple times on the buy button" I have to keep clicking on the item and back to the buy button every time I buy it.  Is there any way we can go back to the non-disappearing item selecting cursor on the shop menu?
I'll check into it.

Not really a new feature but....

In the "Interact with" stuff... can we PLEASE PLEASE. Make it fewer times we can do it and make the few we're allowed to do just more effective in return? This way I can do half the clicking for the same results.

Does anyone really talk to any other girls in the same day?
The least I'd see reducing it to would be 7, since it covers a week. What actions in particular do you not find effective?
Title: Re: A few suggestions...
Post by: Mehzerz on May 08, 2010, 05:54:12 AM
The least I'd see reducing it to would be 7, since it covers a week. What actions in particular do you not find effective?


no no no. It's not that I don't think they're ineffective. It's just so much clicking. I didn't think about it being a week... 7 makes sense I suppose.
Title: Re: A few suggestions...
Post by: Sigfried666 on May 18, 2010, 07:53:10 PM
Wait!
Sometimes I can't get any girl pregnant even using ten actions! If they were less, I'd have even more trouble!
Title: Re: A few suggestions...
Post by: TF on May 18, 2010, 08:55:19 PM
If you want to make sure you can get girls pregnant, you could always just edit the config.xml (in Resources --> Data). You can also change how soon girls give birth and how quickly any children grow up.
Title: Re: A few suggestions...
Post by: ohnonono on May 21, 2010, 07:37:29 PM
That would still limit you to 7 girls a week.   You can't run a eugenics project that way.

I should probably dust off my C++ hat and try my hand at tracking sons for a EugenicsMaster spinoff.
Title: Re: A few suggestions...
Post by: Mehzerz on May 22, 2010, 02:31:56 AM
7 isn't enough? Too much click, clicky for me. But then again I have no interest in getting my girls prego. Oh well, if everyone thinks it's a good amount then works for me. Not like I have to use all 10 lol
Title: Re: A few suggestions...
Post by: DocClox on May 22, 2010, 03:29:56 AM
That would still limit you to 7 girls a week.   You can't run a eugenics project that way.

I should probably dust off my C++ hat and try my hand at tracking sons for a EugenicsMaster spinoff.

Using genetic algorithms, I have no doubt ;)
Title: Re: A few suggestions...
Post by: FurryFanatic on May 22, 2010, 10:57:01 AM
I have to disagree with lowering the "interact with" limit.  I actually find 10 to be rather low in my opinion.  As the master of these brothels, why not just set it to 1 "interact with" per girl, instead of just 10? What was the reason you guys made it just 10 times you can "interact with" girls? You don't have to use the "interact with" option, but don't just lessen its usefulness because I've found it to be a pretty good cash flow, especially with monster egg sales.
Title: Re: A few suggestions...
Post by: fires_flair on May 22, 2010, 11:32:51 AM
I agree there is no real reason to lower it. I mean if your not going to use it that many times then that's a ok. I've actually wished that you could have more interaction, so that I can use that to make girls happy and fall in love with me, or to make them not afraid of me (which is a pain to get rid of).
Title: Re: A few suggestions...
Post by: TF on May 22, 2010, 11:54:19 AM
I just used expensive gifts to get the girls to like me... y'know... just like real life.
Title: Re: A few suggestions...
Post by: exodia91 on May 22, 2010, 01:49:20 PM
One expensive gift will make a girl fall in love with you... Or several weeks of intensive interaction/being nice.... yeah sounds about right.
Title: Re: A few suggestions...
Post by: FurryFanatic on May 22, 2010, 01:53:54 PM
I'd actually like to see the lesbian, threesome, and group session options in the "Ask" choice become available as well.
Title: Re: A few suggestions...
Post by: Dagoth on May 22, 2010, 05:25:07 PM
I'd actually like to see the lesbian, threesome, and group session options in the "Ask" choice become available as well.

So, somebody can use the script editor to add them in "DefaultInteractDetails.script" and "DefaultInteractDungeon.script". Shouldn't be hugely difficult.
Title: Re: A few suggestions...
Post by: DocClox on May 23, 2010, 01:28:56 AM
The problem is: where do you get the second girl from? You need a way to access the brothel lists from inside the script.

Group is easy enough, I suppose, since you just co-opt the nearest passing goons. I suppose you could just say "... and another girl", but that doesn't seem very satisfactory somehow.
Title: Re: A few suggestions...
Post by: Mehzerz on May 23, 2010, 03:37:12 AM
I have to disagree with lowering the "interact with" limit.  I actually find 10 to be rather low in my opinion.  As the master of these brothels, why not just set it to 1 "interact with" per girl, instead of just 10? What was the reason you guys made it just 10 times you can "interact with" girls? You don't have to use the "interact with" option, but don't just lessen its usefulness because I've found it to be a pretty good cash flow, especially with monster egg sales.


Well, my suggestion was to lower the amount but increase the effectiveness of it. I figured everyone used it on the same girl anyways. So even if you can only use 5, it'd be like you used 10. Now how Mr. Fanatic mentioned, where I could maybe have a more in-depth conversation with the girl. Which I doubt would happen with randoms. (They'd be more generic conversations I'd imagine.) having 10 would be more useful.


Basically what I'm saying is, instead of 10 interactions you have 5 that have the effectiveness of 10. But if everyone is against it, that's fine by me. It was a mere suggestion.
Title: Re: A few suggestions...
Post by: FurryFanatic on May 26, 2010, 03:46:25 PM
Why not use the girl assigned as Matron for the "Ask" version of the lesbian and threesome act while using the Torturer for the "Force" versions of those same two? For the group versions, you can just have it select a random gang in your employ to either pleasure her or ravage her, depending on your "Ask" or "Force" choice. 

Mehzerz, I understood what you were saying about raising the effectiveness of the interactions and what I typed wasn't the best choice since it says I basically thought you meant just reducing the effectiveness of taking the number of chances to interact down to 5, so I apologize for poor wording, but maybe a interaction counter/limiter could be put into the config file to allow everyone to set their own limit.  Not sure if that would be possible, but this is just a suggestion.
Title: Re: A few suggestions...
Post by: dalmedya on May 26, 2010, 11:42:59 PM
Apologies if any these have been suggested already, I read through the thread and didn't spot them.

First one's a doozy:
Rework stat system
Most stats should be listed as raw values, ie combat, sex skills etc. Having them as percentages, capping out at 100 for all stats on all girls, is kinda boring.
Each girl should have a 'natural' value for each stat. This might be hidden.
Percentage changes (from experience, training, some items and so on) should add points toward this natural value, but never above.
ie current Bestiality value 20, natural value 50, adding 50% -> new value 35.
Static changes would simply be added after percentage gains/losses. Same example, add 50 raw instead of % -> 70
This way each girl would be useful for some jobs and garbage for others, regardless of training, but traits and items would retain their value, as they could grant percentage or raw as desired.

This leads on to my second suggestion:
Job permissions specific per girl
Basically move the 'allowed acts' section from the brothel management screen to the girls'. This way you tell individual girls to perform specific acts, rather than have all your girls in each brothel do the same things. You could also avoid acts which girls are currently inexperienced with to prevent them getting hurt, while training them to a level where they'd be better at it.

And this leads to my third (and favourite):
The permissions tickbox box
(http://i45.tinypic.com/68h4pk.png)
Basically that. It bothers me that the current BDSM option assumes the girl is submissive.

Again, apologies for any reheated concepts.
Also, best wishes to the dev team.
Title: Re: A few suggestions...
Post by: DocClox on May 27, 2010, 04:02:41 AM
This way each girl would be useful for some jobs and garbage for others, regardless of training, but traits and items would retain their value, as they could grant percentage or raw as desired.

I agree with the intent, but I'm not sure about the specifics. I'd sooner nerf training, so you could only train one stat at a time, and maybe provide a bit more feedback so the player could see where the gaps in his skill portfolio was hurting the business. I'd also make getting to the higher levels a lot slower.

tell individual girls to perform specific acts, rather than have all your girls in each brothel do the same things. You could also avoid acts which girls are currently inexperienced with to prevent them getting hurt

I think this is going to happen at some point. No promises for timescale though.

Basically that. It bothers me that the current BDSM option assumes the girl is submissive.

Yeah, I've thought about that as well.  Needs a bit of work though. We'd really need to move the BDSM* picks to Domme* and Sub* pics. Probably using any BDSM ones as fallbacks so as not to break existing packs.
Title: Re: A few suggestions...
Post by: dalmedya on May 27, 2010, 04:25:43 AM
I'd sooner nerf training
I knew I'd forgotten some brilliant idea in there somewhere.

Basically, pick a girl to be a Mentor, pick the skill she teaches, and then pick her students. Points gained by students would be affected by the Mentor's value, obviously.
The Mentor would gain points in that skill too, but probably only at half the rate or something.

This led me to an interesting Trait idea; [Skill] Expert and [Skill] Protege. Experts teach faster and Proteges learn faster, even outside of training.
Title: Re: A few suggestions...
Post by: ChaosKishin on May 27, 2010, 04:49:44 PM
This is pretty small in my opinion, but I'd like the ability to name the player's organization. The rival gangs have name but we're nameless. It wouldn't have to be at start of the game, the option could pop up a few weeks after you bought the 2nd or 3rd brothel.
Title: Re: A few suggestions...
Post by: crazy on May 27, 2010, 04:54:29 PM
Is there anyway you can make old saves load new girls you have added to the game?  I'm making a few girls a week and when i make them i want to use them in game to test them but with limited time to play i don't get the chance to make it very far in the game so i would love it there was a way to make older saves scan for girls that are new to it or something along those lines so i could keep playing the same save and still get the new girls ive added.
Title: Re: A few suggestions...
Post by: Dagoth on May 27, 2010, 06:11:05 PM
Is there anyway you can make old saves load new girls you have added to the game?  I'm making a few girls a week and when i make them i want to use them in game to test them but with limited time to play i don't get the chance to make it very far in the game so i would love it there was a way to make older saves scan for girls that are new to it or something along those lines so i could keep playing the same save and still get the new girls ive added.

Hmm... should be possible, since the list of loaded .girlsx files is stored in the .gam.mast file. I'll check into it.

Actually, having looked at my current testing .gam.mast files, it looks like they're updated whenever you load a game, but the new .girlsx aren't loaded for whatever reason at that time. Curious.
Title: Re: A few suggestions...
Post by: Mehzerz on June 01, 2010, 04:59:24 AM
Is there any particular reason why random girls don't have descriptions like unique girls?
Might be a nice addition, I wrote some story lines for some of my randoms in their description and I don't think you see those in the game. (If you can I apologize.)
Title: Re: A few suggestions...
Post by: Nalkyr Maloth on June 01, 2010, 02:29:47 PM
Is there any particular reason why random girls don't have descriptions like unique girls?
Might be a nice addition, I wrote some story lines for some of my randoms in their description and I don't think you see those in the game. (If you can I apologize.)

I always wondered about that. Why not add the description under the random template name that is now displaied.
Title: Re: A few suggestions...
Post by: exodia91 on June 01, 2010, 03:44:18 PM
Because then you have 50 girls with the same description, they're supposed to be random girls from different walks of life, with random traits, so descriptions would have to be very vague and general or they wouldn't make much sense.
Title: Re: A few suggestions...
Post by: TF on June 01, 2010, 03:59:58 PM
Personally, I tend to concentrate on getting the unique girls (and you might notice that I use more than a few packs worth of girls if you swing by the user mods section ~_^) which in turn means that I tend to have much fewer random girls. Personally, I think that having the descriptions for random girls would be nice and I think that most of the descriptions I've seen have been tailored well to the idea of appearing multiple times, using phrases akin to "one of a group of girls..."

It's probably just boils down to personal preference, but I'm all for it.
Title: Re: A few suggestions...
Post by: DocClox on June 01, 2010, 04:19:49 PM
I don't see a problem - just describe the type of girl, rather than a single, specific girl. "This girl is a typical  northland warrior woman. This one seems to have ventured too far south and found herself stranded in the big city..."
Title: Re: A few suggestions...
Post by: sgb on June 01, 2010, 08:44:19 PM
Because then you have 50 girls with the same description, they're supposed to be random girls from different walks of life, with random traits, so descriptions would have to be very vague and general or they wouldn't make much sense.
Basically this.  Depending on how randomized the stats of a girl have been set, there's no way of telling if the girl will be generated with good looks, strong magic, poor sex skills, etc.  There's no way the user can make a sensical description beyond a vague overview of who the girl is supposed to be.  The only way to change this would be for the game itself to generate description text based on the generated numbers, and I have no idea how hard that would be to implement and if it's even worth it.
Title: Re: A few suggestions...
Post by: TF on June 01, 2010, 10:33:59 PM
Here's a few samples from girls I've used in my compiled packs:

Royal Guard1:  The Royal Guard are fitted with the best and brightest female warriors any king can find. This particular girl is one of the heavy cavalry gifted with a powerful lanc. Only the best are allowed to wield these weapons.

Vista:  A race of artificial girls created by an unknown mad man. No one knows their true use but more and more show up every day. They all look like young girls with green hair.

Mermaid:  A beautiful half-human girl from the seas.

Werewolf:  Werewolfs are faster and stronger than any wolf or human alive. Their senses are beyond both creatures. They are incredibly deadly with no guaranteed weakness. Common belief is silver or having silver pierce the skin. Some would say wolfsbane or mountain ash. No one truely knows. Your best bet is to simply avoid at ALL COSTS.


Most girls already have the descriptions they need and most of those are vague enough that it shouldn't seem odd having multiple girls with the same description. Even the original randoms came with descriptions, and most all subsequent user content followed suit, which leads me to believe that people meant for them to be seen... I mean, why else write it?
Title: Re: A few suggestions...
Post by: Mehzerz on June 02, 2010, 01:43:40 AM
Most girls already have the descriptions they need and most of those are vague enough that it shouldn't seem odd having multiple girls with the same description. Even the original randoms came with descriptions, and most all subsequent user content followed suit, which leads me to believe that people meant for them to be seen... I mean, why else write it?


My thoughts exactly, I believe it just uses their random name. Such as "spunky girl" or "warrior" what have you. Since randoms are generally races, or archetypes I don't see why them having descriptions would harm anything... especially considering there's a spot for it in the editor when you make them.
Title: Re: A few suggestions...
Post by: pnakasone on June 05, 2010, 09:52:09 PM
  Here is a more list of ideas some for  future versions   

 
On girl management list something to  show if a girl is slave or free

 
Tips
 a simple yes no check box on the girl  details screen.
Default for slaves is no tips
If allowed tips each tip they receive  will give a small boost to happiness

 
Stats
Perception the ability to see trouble  or opportunity coming and take appropriate action
Wisdom  make good choices

 
Skills
Dance ones that require to keep ones  cloths on
Vocal Speaking and sing
Oral sex self explanatory
Decorum this skill is used to determine  if the girl can behave in a manner appropriate to the situation   

 

 
Traits

 
Solid Out
Her father sold her in to slavery
-happiness
-spirit

 

 
Kidnapped
You kidnapped her
-happiness
+Rebelliousness   
+pchate

 

 
Born a Slave or less nice Born a Slave  Whore
Girl was born  to a slave in a brothel.
+sex skills
+obedience
Happiness will never be above 90 or  below 20 will be twice hard or take twice as long to change  Rebelliousness will be twice hard or take twice as long to change   
PC hate/fear/love will be twice hard or   take twice as long to change
Will not run away

 
The idea for the one above is that some  of the girls will have been born into the business so to speak. While  they never will be completely happy neither will they be really  unhappy either. To them the freedom is uncertainty as a slave girl in  a profitable business  for long as they work enough to satisfy the  owner they will have food, shelter, and healthcare.

 
Holding rooms   
I sometimes have more girls then space  in the brothel and would like some where other  then the dungeon to  keep them where they would not lose happiness or health if I asinine  a torturer to the dungeon.

 
Matron pay should be a cut of the  profits rather the a flat pay.

 
Section Managers
A free girl in direct charge of a  section such as the brothel, bar, or gambling hall. Increase girls  effectiveness in that section. Pay is a cut of the profits of the  section they are in charge of.

 

 

 
Title: Re: A few suggestions...
Post by: Vanreis on June 10, 2010, 07:51:38 AM
I have one little idea that shouldn't take too much time (but it might considering that I don't know anything about coding). How about making certain girls hate or like player more for certain actions depending on their characteristics? For example, Astaroth wants to have children so if the player uses Fertility Potion on her and removes her initial sterility trait she will like him much more (I'm thinking about major change in her feelings like jump from neutral almost to love or hate almost to neutral). On the other side, if player then aborts her child there would be a bit smaller change in the other way. For what I know about WM structure this could work as a second trait list only with what she wants and what she hates. Well, that's it, I hope everything is clear. This idea is not a "must have" for me but I think it would be pretty nice addition.
Title: Re: A few suggestions...
Post by: DocClox on June 10, 2010, 08:10:14 AM
This is in the pipeline. Kind of. I'l explain.

Problems like this are easy to solve for specific cases, but hard to solve in the general case. Which means it's easy to add a specific test for astaroth and the fertility potion, but harder to set up a system that allows you to add arbitrary effects as new girls/items/traits enter the picture.

Additionally, adding in lots of special case code is a maintenance nightmare, so we don't want to do that if we can avoid it.

The good news is that the Lua scripting I'm busy knocking the bugs out of should allow things like events that fire on gaining or losing a trait, or equipping an item. So you'll be able to write an event for Astaroth that fires when her traits change, see if she's gained or lost sterility, and tweak her stats accordingly.

And that will give us our general case solution, since you'll be able to add the handling for these cases to the girlsx file.
Title: Re: A few suggestions...
Post by: fires_flair on June 10, 2010, 04:59:55 PM
I would also like something like "holding rooms" made so that the girls don't get the negative effects of the dungeon. maybe it could be a job in the catacombs, "rest in nice rooms" or something I mean there have always been prisons and dungeons that have cells for high class guests. either that or a nice 5 room, non upgradeable house (or something like that) where the only thing girls can do is have free time, train, and clean. maybe it could have extra effectiveness for regaining health and/or loosing tiredness.

I was also wondering if it would be possible for the category to stay the same when switching from night and day for job actions. I find it annoying to continually have to click on brothel then night/day then brothel (and then maybe repeat) to choose where I want the girl(s) to go. (I try to keep equal girls in most jobs, helps to make sure I won't run out)
Title: Re: A few suggestions...
Post by: megamanx on June 12, 2010, 10:59:09 PM
I would also like something like "holding rooms" made so that the girls don't get the negative effects of the dungeon. maybe it could be a job in the catacombs, "rest in nice rooms" or something I mean there have always been prisons and dungeons that have cells for high class guests. either that or a nice 5 room, non upgradeable house (or something like that) where the only thing girls can do is have free time, train, and clean. maybe it could have extra effectiveness for regaining health and/or loosing tiredness.

I was also wondering if it would be possible for the category to stay the same when switching from night and day for job actions. I find it annoying to continually have to click on brothel then night/day then brothel (and then maybe repeat) to choose where I want the girl(s) to go. (I try to keep equal girls in most jobs, helps to make sure I won't run out)
I like both ideas as I to have been annoyed by having to switch constantly as i to TRY to keep them equal day and night wise and more than just a few times one of my new girls couldn't join because i didn't have 5 grand for more rooms at the time the holding rooms could cost a few thousand to get but could hold as many as needed but those in there can only train, rest, or clean the main houses/brothels.
Title: Re: A few suggestions...
Post by: Zeus on June 13, 2010, 08:03:36 AM
could it be possible, in the Turn Summery marking if a Girl get to drugs as "DANGER"? ^^ (not just a regular warning...) and maybe if a girl gives Birth marked it with "BIRTH" not with "DANGER"? ^^


so far... playing it now since 5 hours at a row... 


(hope you understand what i try to say ^^ i should better lern more english...)
Title: Re: A few suggestions...
Post by: fires_flair on June 13, 2010, 04:05:42 PM
I agree, zeus. the birth thing needs to be different. and I would love a warning about girls becoming addicted... I once (back in 1.29) had a girl get arrested for having drugs, and as far as I knew she wasn't an addict. she was my best girl too. :(
Title: Re: A few suggestions...
Post by: Zeus on June 13, 2010, 04:50:53 PM
um... btw what about the Movie Jobs? They're still messed up? ^^'' (and, i read it here in another thread, what about the "lesbian/Group/Thresome" thinks in the "Interact With" section? )
Title: Re: A few suggestions...
Post by: ChaosKishin on June 13, 2010, 04:57:47 PM
um... btw what about the Movie Jobs? They're still messed up? ^^

You must be a few versions behind, the movie jobs were removed (or at least commented out) several patches ago because they weren't working.
Title: Re: A few suggestions...
Post by: Zeus on June 13, 2010, 05:25:08 PM
i know, i'm running 416... thats why i ask for them ^^


i whant to shoot some films with my girls... (Tifa, Seras and Kasumi in one Movie would be a Great movie... and if this would be a Porn o_O uuaaahh... um... i need a Towle *whitsle*)
Title: Re: A few suggestions...
Post by: Zuul on June 13, 2010, 05:45:51 PM
The lesbian/group/threesome interactions are still not fleshed out because the developers don't know how these options should interact with the other girls in your brothel. For example, where do you get the other girl for lesbian from? Should it be a random pool like the customer pool or should it be with another girl from your brothel? If so, do her stats get raised too? etc. It just seems a pain to code. (thats what I've gathered from the thread, duh)
Title: Re: A few suggestions...
Post by: ChaosKishin on June 13, 2010, 06:21:45 PM
i whant to shoot some films with my girls...

If you want to know how the Movie jobs are coming, you should really start a new thread. The thread for suggestions isn't really the place to ask about an existing (albeit non-functional) feature.
Title: Re: A few suggestions...
Post by: fixet on June 26, 2010, 06:57:13 AM
I know this came up before, but can we please get a second dungeon?
just a button that switches between the regular dungeon and the new one

the dungeon becomes very cluttered, and I lose track of which girls I have an interest in
Title: Re: A few suggestions...
Post by: ChaosKishin on July 04, 2010, 10:34:58 PM
An idea to add a bit of flavor to the world would be customers occasionally bringing gifts to their favorite girls. It could simple things like flowers and chocolates or pets (cats, a pet bird, etc.)