Update on the player slavery modul plans
Dear Readers!
i wish thank you all the ideas and great advices that followed my last blog post!
its enocraging to me and fuels me to move more futhurer.
After thinking a lot i come up the fallowing plan:
Becuse the Stage 3 planned futures are separated modules and sub modules i not create a full plan for evrything instead do it pice by pice the planning and execution.
First of this big task to plan and build up a modul i call SLOS Player Slavery Framework. or just simply Player slavery system.
my goals with this system is the fallowings:
Quote- statistics of player slavery
- based on slavery level player given debuffs, to make slavers more easy to control
- make possible the simulation of player character as slave losing self control and ability of thinking for self
- provide tools for npcs to keep control of player character, including but not limited to:
A - control/restrict player movmenet
B - punish player for fail to complite task in time
C - punish player for fun
D - punish player for fail behave
E - punish player for sabotage
F - provide reward for complite task in time
E - provide reward for behave as slave
G - provide reward becuse npc like what player as slave character done
- provide default slave master npc behavior and dialoges to slaver master npcs:
A - dialoge options to npcs that act as master of player character for general porpuse like: punsihment or reward
B - provide protection to slave master npcs aginst player direct combat actions: in case player attack its master a script kick in that make impossible to player to kill the master and register punishemnt for player
C - slave master dialoge for warning if player ncp not improve behavior pusnihemnt will happen...
D - slave master happynes variable that registers how happy the slave master with player character behavior, obidiance
- system to calculate player slave base statistics: willpower (how strong the character will, to resist slaver life effects), mental resistance(how hard character resist non psihical abuse), pshicial resistance( how hard resist character to beating )
- system to calculate slave life effect on player, and based on this effects limit player dialoge options
This is going to the foundation of the other sub modules that depends on it.
After this sub modul complited i have a fundation to keep track the player status and not need worry about how to keep things controlled.
Next step plan and work out how a "story" system can work that not repetative.
this part of the mod a separate sub modul that interface this one.
i expect as the stroy module grows new functions going to needed from this part.
About statistics:
beware! this part contain some math!
i define 3 atribute for player when enslaved by slavers all atribute calculated on the moment of enslavment!
Quote
willpower:
ability to resist slave master will, higher this value more options avible to player
incrased by:
- player character level +5
- compliting quest in the form list of SLOSPlayerSlaveryWillQuestList +20 { this way other mods can add own quests that owrthy to effect player level }
(this quest complition incrase own confidance)
Psyhic resistance:
resistance to beating or direct non mental torture
incrased by:
- player character level +1
- evry point on: light armor, heavy armor, block, one handed, two handed --1 point any of this incrase by 1 point the resistance
Mental resistance:
resitance to non psihical abuse and slaver life mental effect.
incrased by:
- player character level +1
-any point on: conjuration, restoration, alternation, destruction, illusion
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What this stats does?
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Willpower maximum value recorded when player captured.
when the player make any decision the system run a check. not check the exact ammount of willpower the player has left instead how many percent of the original ammunt left.
Example plan for this:
if willpower above 90% player can resist openly aginst slave master will.
let say if current willpower is 50% player only can resist indirectly as not own the mental will to resist the slave master directly, saying: i not do this... ect.
willpower very low let say under 20% player has 0 chance to resist aginst the slave master will. not even possible to player to act on porpuse aginst the will of masters, escaping from this low its possible but near impossible. combat power reduction is very high.
willpower under 2% means player as slave broken totaly. do anything to its master, unable even to think to try escape.
this percentage system make possible compere a lvl 1 and lvl 100 player character. lvl 1 probably go from 100% to near zero percent no time if try rebbel openly aginst slavers.
When a lvl 100 has lot more breading room. representing that player character expereinced a lot and went torught lot of stuff not going to piss self from few slavers. similars that may killed in hundreds.
Mental and psihical resistence reduce the negative effect of slave life on player, punishments included.
as you can see both cases 5 skill chosen for mental and pshical resistance if all skill maxed out 500 point can be archived.
this means 100% resistance. so the character going to near immune to that type of punishment or abuse.
if one let say grand total only 100 point from all 5 skill means only resistent 20% so the incommuning punishemnt or other slavery effect reduced 20%. so a punihsment let say do 10 damage to willpower only 8 point suffered.
this resistance system in place to make evry character more uniqe and evry play trought a bit different.
this make possible for a warrior arch type character to resist more harder the pshical based punishemnt. same tiem a wizard arch type resist more effectivly the mental type punishments/abuse.
i consider this system very basic and simple and hope will be effective.
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the punismeht and reward sub system
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this system ment to administer punishemt or reward on player, all punishment mental or psyhical or both.
punishment can be many things... saying bead words, forcing player to be neaked, some sort of violance or other "creative" things.
i plan build up some default punishemnts that used if no better option avible, here better option is using the API system to call external mods to administer the punishemnt.
( zaz, devious devices, toys, sex lab )
this sub system not only administer the punihsemnt but its effects to the player willpower.
as punihsments rewards need to given to player this same time effect the player character as willpoer damaging or repairing.
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the dialogue system and default dialogues
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to make my life more easy i plan add default reactions to common things that player might or might not do.
like attacking slavers thats not okay, or complitiing a task for slavers( that okay ).
Same time player options when reciving tasks or orders change depending on player willpower. this too need done by this system..
all of this dialogues are ment general porpuse use, in support of story mode.
this way common situations handled by default only special situation/quest specific events need handled by the story quest/modul.
this is all for now...
i start working on this make it reality
if any one ideas/opponion/things to add i happy to hear!
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