Author Topic: Future suggestions to improve difficulty  (Read 38409 times)

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Offline DocClox

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Re: Future suggestions to improve difficulty
« Reply #15 on: November 05, 2009, 03:11:36 AM »
I suppose there's no reason why defeating a rival shouldn't mean getting a few more girls. If the rival runs whores of his own, you can probably your pick of them. And  even if he is a guy, he's probably a mistress or two that you can collar.

But yeah, I'd like to avoid the "everyone important in the game is female except the PC" cliche, and female rivals is definitely a move in that direction.

Offline ker

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Re: Future suggestions to improve difficulty
« Reply #16 on: November 05, 2009, 08:52:51 AM »
I suppose there's no reason why defeating a rival shouldn't mean getting a few more girls. If the rival runs whores of his own, you can probably your pick of them. And  even if he is a guy, he's probably a mistress or two that you can collar.

But yeah, I'd like to avoid the "everyone important in the game is female except the PC" cliche, and female rivals is definitely a move in that direction.

It shouldn't be every rival, every gang is lead by a woman.  Just rarely.  Occasionally when a rival comes to you after defeat, an option to employ them pops up, ditto for gang fights, occasionally you get a message after a gang fight 'Your gang notices a particularly attractive woman in the other gang, so they kidnap her after defeating them'.

Nothing more than 10-20% I'd say.

Offline letmein

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Re: Future suggestions to improve difficulty
« Reply #17 on: November 05, 2009, 11:16:21 AM »
I guess.  I wouldn't want to do anything that couldn't be done with the current events system, though - if it'd have to be programmed specially, I think there are enough other things to do.  It's just my opinion.
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Offline zodiac44

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Re: Future suggestions to improve difficulty
« Reply #18 on: November 05, 2009, 11:31:20 AM »
Quote
But yeah, I'd like to avoid the "everyone important in the game isfemale except the PC" cliche, and female rivals is definitely a move inthat direction.

Fair enough.

Quote
I guess.  I wouldn't want to do anything that couldn't be done with thecurrent events system, though - if it'd have to be programmedspecially, I think there are enough other things to do.  It's just myopinion.

If we are willing to accept random girls as leaders/mistresses of leaders, then we can implement it in scripts now.  They won't look or behave any differently than "normal" random girls, however, so it wouldn't be my solution of choice.  There may be a way in scripts to get non-random girls, but if so I don't know how it is achieved.
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Offline Command

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Re: Future suggestions to improve difficulty
« Reply #19 on: November 05, 2009, 11:49:09 AM »
Why not install a mod or addon for female rival art.  Like you designat another girl type not just for random or slave but Rival.  You split up the female rivals by name.  Thus you would have a special unique characters you can only aquire by conquering them.
 
It would give you an insentive on defeating rivals as well as enslaving them.
 
You can also put that the female rivals can grant certain bonuses to the brothel's their in.

Offline zodiac44

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Re: Future suggestions to improve difficulty
« Reply #20 on: November 05, 2009, 02:48:40 PM »
I am uncertain whether or not the scripts can grant a specific, non-random girl.  And even if they can, there is no tag in the .girls files that prevents the girl from being acquired by other means.  Currently, the tags are numbered, 0 for "normal:, 1 for "slave", 2 for "catacombs".  Any other number for that variable is interpreted as tagging the girl "normal".  Necno would need to add a "script only" value for the tag for this to work.
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Offline necno

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Re: Future suggestions to improve difficulty
« Reply #21 on: November 05, 2009, 04:28:07 PM »
Easy to do without changing the template. I just have to add a new script command and they are very easy to add.
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Offline trex

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Re: Future suggestions to improve difficulty
« Reply #22 on: November 05, 2009, 08:36:04 PM »
Could we add a negative affect for pregnancy/insem in the jobs? I'm sure that that makes sense enough, would you do an anonymous preggers girl? It's a good cash earner and atm there isn't any reason not to keep girls pregnant, besides a player abiding by more realistic roleplay. (I guess you could assign different jobs to those pregnant in the next version, like putting them in a different brothel for monsters, I don't think aesthetics is a priority for them, or plain other jobs, but a pregnant 8 weeks to go stripper?)
Also, You can shoot me for asking but how long is it until the next version? I really like 1.29 over 1.26 but the borked pregnancy/insem thing keeps breaking my games. (yes I did read the download thread, I read 1-3 weeks so at the latest 17 nov?)


Offline Rose

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Re: Future suggestions to improve difficulty
« Reply #23 on: November 05, 2009, 08:41:14 PM »
My opinion is that pregnancy should lower constitution (and maybe looks?) more and more over time (and then restore them to normal after the birth), and that pregnancy should count as a fetish.
« Last Edit: November 05, 2009, 09:01:53 PM by Rose »
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Offline letmein

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Re: Future suggestions to improve difficulty
« Reply #24 on: November 05, 2009, 09:00:25 PM »
I thought that pregnancy *was* a fetish...

As for lowering constitution, well, that's more of a gray area - if anything, it would only happen in the latter half of the pregnancy.  Actually, this might already happen, since I thought (but haven't ever explicitly checked) that girls got tired more quickly while pregnant.  I definitely wouldn't lower looks, since it *is* a fetish, although I'd drop combat stats down to zero rather quickly.
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exodia91

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Re: Future suggestions to improve difficulty
« Reply #25 on: November 05, 2009, 09:27:05 PM »
I think any girls who play this may be offended if you made pregnancy lower looks.... also it doesn't really, even in RL.

Offline zodiac44

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Re: Future suggestions to improve difficulty
« Reply #26 on: November 05, 2009, 09:41:21 PM »
Knocked up hot chick = still hot, IMNSHO.  I wouldn't want to bang one - there's something vaguely creepy to me about having sex next to a baby, even if it hasn't been born yet - but they're still hot.  I've also known girls who were kinda average looking but suddenly became super hot - practically overnight - when they got pregnant.  It's a weird thing.
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Offline letmein

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Re: Future suggestions to improve difficulty
« Reply #27 on: November 05, 2009, 09:43:18 PM »
Hormones, mate.  Girls need to keep guys around when they're otherwise incapacitated, so they release a bunch of "hey, I'm hot" hormones.  It's science.
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Offline zodiac44

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Re: Future suggestions to improve difficulty
« Reply #28 on: November 05, 2009, 09:46:14 PM »
It's not just hormones, you can see it in photos too.  It might be a genetically coded response to visual stimuli as well.
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Offline trex

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Re: Future suggestions to improve difficulty
« Reply #29 on: November 05, 2009, 09:55:01 PM »
I like those ideas about dropping combat skills and constitution near the end. Perhaps raise the chance of small scars? (Stretch marks?) As for looks, I'm either way, I'd like to see a slight drop in the looks department (pregnancy isn't as wider fetish appeal as, say nice figure), perhaps giving the girl the temp. trait of preg/insem to add a fetish and put in place these changes? (Although I think that'd be a given seeing its the easiest way) If you wanted, you could make two/four traits for early/late preg and a different set for insem, needless complication? If we're just adding in different traits, I don't think so. Gives the preg/insem some depth. However, can you add time-sensitive traits that develop? I haven't seen that so far. 


On another topic, disease. I've had 1 girl in the hours and hours I've played this get a disease, and she was low health (single-digits) Is that a perquisite? She died before I could see any effects or trait blurb, but I thing diseases should have a much higher occurrence. I never have to use the Cure for XYZ, cluttering up the store items with useless items effectually. Brothel girls may be more immune, checks and such, but stripper/street girls should have a high(er) incidence of picking up diseases.


This may be planned, but also, if we are getting a drub lab building (?) we could use the girls in a good way to provide health care, even have a doctor (perhaps a new trait to train up the girls working the in lab?) to perform safe abortions? If we wanted to make use of a potential 'doctor' we could make them male only? Use up some of those male children. We could also make the more serious diseases need one, such as aids. Using girls in the lab for health care, a potential job would be providing care to raped/goon attacked/fresh out of the dungeon/XYZ girls, like nurses. Hell, forget using the drug lab and make a clinic building. Just throwing suggestions out there, I think much more fragile girls (not the trait, but maybe you could use girls, *nurses?* to rehabilitate girls that pick up that trait?) Would mean a vast difference between evil (uses up girls like kleenex) and good play styles, while adding a considerable expense to the running of you empire (Which would be optional, according to you budget/play style). A clinic could also be used for your gang-members, but I you want to limit them to potions, I guess that keeps the two sides separate. The gangs don't have *individuals* worth anything, except if you add in girls/sons to them, but thats another story for later.

Sorry if this is in the works/too much to code, and the doctors being male thing is just to use the rather annoying sons, it's always disappointing to get a boy, what a loss of income. They can be girls too, using up nerdy girls with high intelligence, or making it child-only could be good, are we getting a nursery/dorm/added depth with the children? Perhaps you could have a list of *school/training* options for a young child, from that building, and pay weekly for them to develop into specialists such as Doctor/Drug Cook/Matron/Teacher  (are matrons still in the works or are *Madames* superseding them?. Teacher? Well why pay for children's tuition when you can just use a spare person and save on costs?!) Other skills like martial arts/massage/beauty school/dance/XYZ wouldn't make a specialist, but give you highly skilled children that you can put into use in your operations (Gang Leader/prostitutes/strippers/what have you) A Teacher could come from extra training from a field, say first a girl learns dance, and then you train here to Teach. She can then teach dance at living cost rates.
Making a specialist be capturable from the territory event (man sells daughter ect) or making a customer who's a specialist who gets caught not paying could result in the option to *force* employ them, to get cheap workers in a more evil and far cheaper (faster?) way.
I know that may seem a lot to do but this would improve the difficulty, while giving the option to micro manage or just not care. You could use your play style to influence how you implement these things, without having to go into too much detail. And this thread is 'suggestions for difficulty', so thats my *rather long* two cents. (Got a bit carried away here)