Feedback > Bugs and Game balancing

Slave Girls vs. Free Girls

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sgb:
As it's commonly known now, there's isn't any reason to make a character a slave at the moment.  There is no benefit beyond being able to sell them, and generally there is no reason you'd ever want to sell off a girl.  Slaves can still refuse things, run away, attack your gangs, and earn less money.  The question is what can be tweaked here to make slaves worthwhile?  For starters Slave brothel income should no longer be penalized as it makes no sense.  From there, some random ideas off the top of my head:

-House % of free girls could be capped.  Nobody would willingly work for you if you told them your were taking 100% of their income, and they would quickly quit or run away.  Only Slaves should be able to go beyond, say, 75% house take.
-Slaves cannot refuse anything.  Actions where they would attack you instead just generate some PC hate/fear points.
-Slaves cannot run away (say you can magically track them via their mark).  Actions where they would try to escape instead just generate some PC hate/fear points.
-Slaves cannot develop addictions on their own (they aren't allowed out on their own, and so never run into any drug dealers).  They can of course if you give them drugs yourself.

There would of course need to be some penalities to even this out:
-As DocClox suggested, require a license before you can make slaves.
-Slaves can never reach maximum PC Love
-Slaves can never reach 100 happiness; cap of ~80?
-Slaves may try to kill themselves if hapiness is 0 for an extended period.

Any other thoughts on this?

Alugere:
I'd say no instant suicide thing, but maybe the refuse to eat and start losing health until their happiness rises? Any sort of, 'Bam! They're Dead!' with no warning wouldn't be right.

zodiac44:
As free girls get better at their jobs, they should demand more from the player (a bigger percentage of the cut, better accommodations, more time off, higher paying jobs, their pick of clients, whatever).  If they don't get what they want, they can always walk away and find employment elsewhere or set up shop on their own.  When you offer to hire them, the base house percentage should be negotiated, and if it's too low, they won't work for you.

Under this system, slaves would cost less in upkeep, earn the player more income, and be less of a hassle to manage (they still could ask for stuff, but the player is free to say no - the worst she could do is attempt to run away [or, come to think of it, assassinate the player if that gets implemented]).

Mehzerz:
I wouldn't cap house percentages for non-slave girls. I would either have them outright refuse to work after going past a specific percentage. 75% isn't a bad starter.... or steadily decrease in happiness if you don't pay them enough. Maybe even both.
Your ideas make sense Zodiac... but I don't know how I'd like it as a gameplay mechanic. Various jobs will require girls to be non-slaves. So, I don't like the idea of having a girl walk out on me if I don't give her more money. If girls are going to be able to just walk out on me, we need to set up a script to where they confront you about it.
They come up to you, saying they're going to move on. At this point you can convince them by giving them a pay bonus, a higher cut, a nice item maybe? or convince them through other text options. Depending on your method or how well you do it, will determine how many weeks you have to make her happy again.
But this is all assuming they're fickle and hard to manage. Which may not be the case.

zodiac44:
I meant that they would ask, and if refused they might walk out.  We could write the script so that they ask several times if refused, each time making the implication that they will walk out on you stronger, then with a final encounter where they are walking out, the player can attempt to appease them, though it would likely involve giving a lot more than the girls originally asked for.

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