devolution

Author Topic: Traits for accesing jobs  (Read 6919 times)

0 Members and 1 Guest are viewing this topic.

Offline Count Zero

  • Newbie
  • *
  • Posts: 10
Traits for accesing jobs
« on: November 03, 2009, 12:19:15 PM »
Just a little idea i got right now.
There is already planned that girls with the trait assasin will be able go on assasin mission, as far as i know.
Why not make this system, that a trait is needed for a special job, more global?
 
I mean a trait like whore for the prostitution jobs, a trait like stripper for the jobs in the bar, some combat related traits for the planned fighting jobs, another trait for the gambling hall,...
 
 
Example trait: Whore
 
As it is now the player can send every girl he got directly to the brothel, and the girl decides on a daily basis if she is in the mood to be whoring or not.
 
With a trait it could be a little different.
If the girl hasn't the trait the player must "persuade" her first, so she gets the trait. He could do it with the help of the dungeon equipment. Or perhaps by giving her first task she is willing to do, like cleaning for example, and when she is aquainted to the house and trusts the player more, he could convince her to do alittle more, for example she gets first the stripper trait and later the whore trait.
 
 

Offline Mehzerz

  • Hero Member
  • *****
  • Posts: 564
  • Rockin' the after life after party
Re: Traits for accesing jobs
« Reply #1 on: November 04, 2009, 03:28:04 AM »
That... no. I don't think that's a good idea.
I think any girl should be able to do any job. Assassin or not.... obviously a girl with such a trait would be more suitable for the job. I suppose girls could learn the various traits by other means. Perhaps training grounds or something? With the mod-ability of items though, I guess that would be pointless as you could just mod an item to give a girl a trait.


Your idea seems like it complicates things further which is not something I would like to see. Treat it like a job (similar how the gangs are run) and her stats will determine the chance of success... or however Assassination attempts would work.


If, we could add some type of political rank system into the game. (And I mean add a LOT of ranks) Perhaps assassination could be used for that benefit. As you get bigger a particular official could constantly be checking up on you. (Taking money, girls, whatever) you could send one of your girls after him/her. Obviously as you go up the ladder they'll be harder and harder to kill. As an alternative you can threaten them to leave their position forever. (and possibly take it for yourself, alternate income perhaps?)
But all of this sounds FAR too complicated in its own right.


Despite what I said, I don't think it's a completely BAD idea either. I think having some traits could be beneficial for other jobs isn't a bad idea. For instance a motherly trait for matrons or housewife for cleaning crew. It may even be more beneficial to instead of adding more and more traits to add I dunno "job stats" as well? So... say you put a girl in the matron job if she has a motherly trait she'd start with bonus stats for that job. Say 10%. As she stays in that job, she'd gain a larger percentage over time. (SLOWLY I hope) To eventually 100% effectiveness. Since girls can work days and nights. I suppose she could be a matron in the day, and an explorer in the night. Since she has no trait adventurer trait her percentage would start at 0%.
I don't really know how the new building system is going to work yet, so who knows.
« Last Edit: November 04, 2009, 04:54:28 AM by Mehzerz »
Starter girls image additions progress:
26 girls, 18 to go

Offline Count Zero

  • Newbie
  • *
  • Posts: 10
Re: Traits for accesing jobs
« Reply #2 on: November 04, 2009, 07:30:39 AM »
The assasin trait wasn't my idea, it is already implemented in the game. And when you look in the todo list, there is already mentioned that it is planned that girls with this trait will be able to go on assasination missions.
 
My idea was more to make this sytem you need a trait for a special job more global. I was mostly looking at the jobs that are planned for the girls and thought oh my god a big list, and every job needs other stats for succeding?, that is getting in the long run quite complex.
 
And i think my idea wouldn't complicate things, on contrary it would make it easier for the player. With this the player musn't look every time he puts a girl on job, if her stats are good enough. If she has the trait, he knows that she can atleast do alittle in the job, the traits are only accesible if the needed stats are at a special level, and the girls who aren't worth even trying, are not possible to take the job because they don't have the needed trait.
 
And if you make the traits non stat dependend it gives the possiblity of story elements, in which the player seduces an unwilling girl to finally be his whore, or in which the player helps a girl to lose her fear of beasts to make her a good beast tamer, or a story about a warrior with memory loss who needs to regain her memory before she can be send on missions in the dungeon,...
 
It is more complex for necno i guess, so i understand if he doesn't want to do it, but in my opinion for the players it would be much easier to decide who should do what.
 

Offline Alugere

  • Full Member
  • ***
  • Posts: 130
Re: Traits for accesing jobs
« Reply #3 on: November 04, 2009, 04:42:17 PM »
I would say that, even if some jobs like assassination might make sense for requiring a trait, being a prostitute would. The girls might not be skilled as a prostitute, but they can still do it. It would make next to no sense if you told a slave to work in the brothel as a prostitute and yet have her be unable to do so. She is female and, unless she has been badly injured at some point, she has all the necessary equipment to be physically able to be a female prostitute.

Essentially, the jobs girls can already take (Sex for money, barmaid, porn actor, etc) can be done by anyone. If they suck at it, they just earn less than someone who is extremely good, something that is reflected in the game already.

Offline letmein

  • Sr. Member
  • ****
  • Posts: 383
Re: Traits for accesing jobs
« Reply #4 on: November 04, 2009, 05:44:06 PM »
Yeah, I wouldn't do this either.
Still lurking.

Offline trex

  • Donator
  • *****
  • Posts: 143
Re: Traits for accesing jobs
« Reply #5 on: November 04, 2009, 06:47:06 PM »
I think it has potential, but I do agree that the point of being a prostitute can be done by any girl from the get go. Less earnings are a good balance to those who just ain't good at something. 
Making traits more useful would be good though, and give the game more strategy and customization in terms of what you actually have your staff do, according to the traits they have. (Gearing jobs towards specialized girls?) 
Perhaps something to put on the backburner?

Offline necno

  • Core Developer
  • ******
  • Posts: 385
Re: Traits for accesing jobs
« Reply #6 on: November 05, 2009, 04:36:45 PM »
I agree it has potential as well. But not as a strict requirement. For example adding a trait "Trained Whore" or "Stripper" would just mean she is better at that job then someone without the training. 
Apart of the new additions will be traits like these and ways you can let the girls gain the traits. Only certain jobs will require the traits in order for the girl to perform them. For example someone to be a lab tech in a drug lab would need some specialist training. Which also has the added bonus of making a drug lab only doable if you have a girl with the right trait. 
Click here to donate
After you do so please pm me the email address you used so I can add you to the donation forum.

Working on:
Whoremaster II (Official)
Birthright (Now a commercial rougelike)

Offline DocClox

  • Dev Team
  • *****
  • Posts: 1867
  • Messing Around With Python
Re: Traits for accesing jobs
« Reply #7 on: November 05, 2009, 06:30:02 PM »
See, I'd have said that we already have a skill system (for how good at the mechanics of whoring they are) and a level system (for how good a whore they are overall). This smacks of turning the traits into a second level system, and I'm not sure we need that.

Now for out-of-band activities, things that prostitutes wouldn't usually do such as assination, I can see the point. But for day-to-day activities, it seems like a needless extra level of complexity

Offline letmein

  • Sr. Member
  • ****
  • Posts: 383
Re: Traits for accesing jobs
« Reply #8 on: November 05, 2009, 06:50:58 PM »
Ditto.  Completely agree with Doc, here - unless the job in question is one that requires specialized training, then there shouldn't be a trait for it.  Having "improved X" is a waste, since there are already plenty of applicable stats.
Still lurking.

Offline TF

  • Full Member
  • ***
  • Posts: 220
Re: Traits for accesing jobs
« Reply #9 on: November 05, 2009, 07:10:41 PM »
Personally, I've got a more than a small bit of fondness for the idea. Seems like it would require a decent bit of retooling, but it seems a fair bit more realistic that it would take some kind of effort to get a girl to whore herself out. It would still make sense that if a girl's rebelliousness is brought down low enough, or if she has the broken will, or mind-fucked trait that she would be willing, but to get a girl who hasn't been broken like that, it makes much more sense that you would have to segue from something more pallatable to her. Of course, I believe that the difficulty of coding in something like this should weigh heavily on if and when it would actually get implimented, but I think that the thought in general is great.

Offline Command

  • Full Member
  • ***
  • Posts: 148
Re: Traits for accesing jobs
« Reply #10 on: November 05, 2009, 07:19:53 PM »
How about have the options of placing certain girls in certain optional tasks to improve performance of your organization in certain area's.
 
Like split in three catigories and then sepparate it into branches.
 
Man catigories are, Gruntwork, Office work, or "Escort" work.
 
Women you assign to Gruntwork will start gaining skills in areas to aid your various gangs and start increasing their effectiveness based on this own specialty.  Like a voilent nut job will bring an increased agression and inspire fear into other buisnesses causing the gang to take over twice as much as they normally would, a nymphomatic increases moral and also can aid in gaining informaion from you on your enemies, a silent and ninja like one would be increase the likely hood of sabatoge on your enemies without them knowing who did it.
 
Office work sends the girl for administration services over seeing your various legal and illegal buisnesses. Especially the gambling establishments.  They could aid in money laundering, keeping track of how the different gangs are doing, health efficiency and such.  Another office job could give you charts and projected future statitics on revenues.  You could even have a girl assigned to strike fear in the workers and bully them enough to keep them in line.  Like someone with a very scary demenor.  You could even have someone for research and devepopent (Let's use that intelligance bar for something).
 
"Escort" work would be work in brothels, strip clubs, getting inchrage of Dungion work, Girls for black mailing, Maybe even have a place for your own personal Harem for your own Mistresses you can store girls you want to have your childres so you don't mix them up with other girls.  Then you can have a place for girls that were born to be stored so you can keep track of them.
 
Does this sound like a sensable idea or a very ambisious one?

Offline TF

  • Full Member
  • ***
  • Posts: 220
Re: Traits for accesing jobs
« Reply #11 on: November 05, 2009, 07:20:41 PM »
Oh, and I don't mean to be contrary, (or more accurately, I do, but I'm hoping not to come off looking like a dick about it) but a girl's skills and experience don't really speak at all to willingness.
 
Also, while I think it's much more important to iron out details of ideas already planned or implimented, if there's still going to be work done on the game down the line, adding complexity is what's going to give the game more depth. If it weren't getting more complex, then the only additions we would see are more girl packs.

Offline zodiac44

  • Hero Member
  • *****
  • Posts: 560
  • Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Re: Traits for accesing jobs
« Reply #12 on: November 05, 2009, 07:55:20 PM »
See, I'd have said that we already have a skill system (for how good at the mechanics of whoring they are) and a level system (for how good a whore they are overall). This smacks of turning the traits into a second level system, and I'm not sure we need that.

The skill system handles that to an extent, but given that it is trivial to train all of your girls to 100 in each skill, they all become equally good at each task.  Currently skills max out at 100, including all bonuses from items and traits.  What if traits could raise a girl's skill above the max?  As an example, say "Masochist" gives a +10 bonus to the BDSM skill.  A fully trained girl would have a skill of 100, while a fully trained masochist would have a skill of 110.  Perhaps you could do the same with items, but I'm leery of doing that unless the bonuses from items are capped somehow.  I had an alternative idea for items (where they act as caps on skills - eg. a crappy sword caps a girls combat skill at 20, an average would cap it at 40, good at 60, etc - on the premise that a craftsman is only as good as the tools he uses), but it would add so much micromanagement to the game that only the true microphiliacs would want it.
Capitalization is the difference between "I had to help my uncle Jack off a horse" and "I had to help my uncle jack off a horse."

Offline Command

  • Full Member
  • ***
  • Posts: 148
Re: Traits for accesing jobs
« Reply #13 on: November 05, 2009, 07:59:29 PM »
The skill system handles that to an extent, but given that it is trivial to train all of your girls to 100 in each skill, they all become equally good at each task.  Currently skills max out at 100, including all bonuses from items and traits.  What if traits could raise a girl's skill above the max?  As an example, say "Masochist" gives a +10 bonus to the BDSM skill.  A fully trained girl would have a skill of 100, while a fully trained masochist would have a skill of 110.  Perhaps you could do the same with items, but I'm leery of doing that unless the bonuses from items are capped somehow.  I had an alternative idea for items (where they act as caps on skills - eg. a crappy sword caps a girls combat skill at 20, an average would cap it at 40, good at 60, etc - on the premise that a craftsman is only as good as the tools he uses), but it would add so much micromanagement to the game that only the true microphiliacs would want it.

You mean like have girls only able to go up to a certain extent then they hit the limit they can go like only can be trained higher than 20 % unless their are traits saying it could go higher?
 
If so their needs to be a sight that tells us that this trait can't go any higher by training or the girl can't get any better.  If we don't we would likely keep training her until we think their is a but.

Offline zodiac44

  • Hero Member
  • *****
  • Posts: 560
  • Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Re: Traits for accesing jobs
« Reply #14 on: November 05, 2009, 08:10:56 PM »
The idea was that items would cap the skill when it is being used, not when it is being trained.  So in the example, a girl with a combat skill of 100 using a crappy sword would have an effective skill of 20 + modifications from traits.  If that system was implemented, though, it would quickly become unmanageable for the vast majority of players.  Imagine having to go through hundreds of girls making sure they all had the best equipment for every job.  It would be a nightmare.
Capitalization is the difference between "I had to help my uncle Jack off a horse" and "I had to help my uncle jack off a horse."