One Design Problem that block the devlopment
Dear Readers! This writing i tell a story of my strugles with a design dilema. Writing about it may help resolve it. If not at least i show some times what problems or difficultis i face.
Here is the problem:
How to present the player the slaver guild and ring of zenithar reaction to player actions.
okay this thing at first may seen simple thing: Send aginst the player grup of slavers or mercanarys or both to teach them a leasson or two.... or send a team to capture player, player wifu, follower, slaver base or all together.
Problem with this is: if player kill few slaver guild member maybe not so ractional the guild send full strike force to ruin player day. From point of in game perspecitve: if slaver guild send large force aginst evry single adventurer who dare to attack and kill some slaver guild member or attack some slaver bases they run out of resources quick.
Plus lot of killing makes lot of avarnes of the guild existance. More reasonble at first send warnings to stop doing this or that or never ever do this type of things agin or things happen.
This less resource heavy and more reasonoble but most cases probably more effective.
if this methods fail to procude the desired result more direct aproch needed... like sneding the classical team of fighters to capture player or as above mentioned close relatives.
Of corse if player do something very very nasty like capture a slaver base the sending warnings part can be ignored. Direct strike aginst player conquered slaver base needed.
Other problem: The resource question! The Slaver guild in lore wise at least has tons of gold. Plus lots of high quality equipment, poitions on its disposal. But this resources not limittless.
Some how need to show the player if player chose to cross the slaver guild or Ring of Zenithar this organizations has LOT of resources they can trow at the problem( the player ) to solve the issue ( kill it, capture it, force to stop doing things that the organization not like ).
In other hand this resources need to be ... expereinced by the player... player need ot feel its not inifinite endelss resource the guild has, its own limits. I can create endless wawe of fighters aginst the player but its game play wise seams not okay.
i think adding the slaver guild fighters to game word more reasonoble. The fighters that the guild can send aginst the player or it bases or to capture the player follower/wife/marked follower/potential follower/dog whatever.
This fighters represent the raw comabt force that slaver guild can send to fight aginst the player or with the player. if this fighters got killed they respawn as any normal respawning npc. But until them they are not avible. This way the guild resource pool has limited.
Plus if player find a way destroy the fighters on its own term before they sent aginst the player... the player can win aginst the guild by raw force.
this means lot more game play options.
in case of Ring of Zenithar we talk a totaly different organization!
This organization foudned by rich bussnies pepole who use slaves to make lot of money. They only intrested making more and more money.
if one got killed by player the rest only care to save it self. the original desing concept added same behavior to slaver guild and Ring of Zenithar.
But right now i think Ring of Zenithar may aproach lot differently the player actions. As the organization not centralized like Slaver Guild.
The Two fundamentaly different, with different aims.
Slaver Guild focusing capturing and selling Slaves to Ring Of Zenithar.
Ring of Zenithar memebrs focusing making more and more money from the slaves. The organization exist becuse this way more effective to organize the slave production and bribing the local jarl's.
This Rich bussnins mans can exist without each other. It is a big difference compered slaver guild where the members need work toghether!
This leads the next logical conclusion:
when one memebr of ring of Zenithar fall to player and its base conquered by player the members not go fast to avange the fallen member.
Yes they going to do counter actions aginst the player. But totaly different way then slaver guild do.
Slaver Guild exist and function becuse Ring Of Zenithar pay them with gold. Same organization can pay jarls to ignore their activitys.
They NOT need send own mercanrys or other forces aginst the player, they just need the local law enforcment know player is a nasty evil slaver... and locals going to what need to do.
in other worlds captureing ring of zenithar member base lead local lord entity send a strike team aginst the location AND the player.
Or very high chence this going to happen.
Plus after the first member of Ring of Zenithar fallen to player, the rest probably spend more gold to incrase their mercanary forces. As the usual force size proven to be not so efficent.
i thinking this desing changes... how to represent this things in game. but mostly WHAT represent in game.
i need add things that make player life more intresting NOT more boring or hard for no fun. adding things that give chalange and problems to solve but not something that need to solve to advance but only act as a burden and whitout it player more happy.
Basicly the last 6 day i working on this design questions... coding basicly stopped. i cant make scripts or any other changes until this part of the mod not worked out.
So this is how a simple looking question a problem stoped my advance for a week.... maybe more. i know for expereince if i go head first and make a working version for my first ideas... the end result going to trown the trash can... so i wait more and itearate ower and ower the core ideas.
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