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Update on the player slavery modul plans


Nonseen

690 views

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?

---------------------

 

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

---------

 

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

----------

 

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!

9 Comments


Recommended Comments

killer905

Posted

Not counting what people have already suggested, I personally have nothing but what I wrote in the post about removing the clothes from the slave (player follower). But it's good to see that the mod is evolving.

DonQuiWho

Posted

Like the ideas.  Couple of quick thoughts

 

'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'

 

That is one of the current problems of SD+ in that, even if you can't attack the slaver directly, it is still far too easy to gain freedom by just ensuring that the slaver/master gets killed. eg by taking them into the location of some furry predator that will annihilate and eat them  😄 Even DeepBlueFrog acknowledged that on his development thread  So, unlike SD+. you need to make sure that its the slaver who has, and is keeping, the player 'on a leash', not the other way round

 

'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 )'

 

Some of those would be good for a 'failed' slave, ie one that's come to the end of their usefulness / reached the bottom score of the 'willfulness' measure.  The incentive for the player should be to avoid dying/getting sold off to a worse fate.  PAMA's 'Bad Ends' / similar mods/ etc should maybe be seen as your mod's 'terminal events' so that the player is persuaded to try to be a bit 'good', rather than be sold off to the Orks, or sent off to the gallows, or whatever other sticky end is employed to have a chance of terminally dispatching them when they have proved themselves to be of no further use.   Alternatively, just remove all their followers, take all their stuff, disable their map, add a random set of punitive DD restraints, put them in a remote locked cage deep in some of the more remote dungeons, unable to get out, maybe slow the clock down a bit to make them enjoy the stay less (?), so that when they get out, they effectively end up having to start as if from scratch.  The cheaters will still cheat, but for those of us who don't that would be a challenge, and something to avoid!     

 

DQW

BigOnes69

Posted

What about sex, pimping, whoring, ...........etc.........?????? Module??????

Nonseen

Posted

20 hours ago, killer905 said:

Not counting what people have already suggested, I personally have nothing but what I wrote in the post about removing the clothes from the slave (player follower). But it's good to see that the mod is evolving.

i not forget your post about cloth removal, its on my to do list.

i plan to do it when the mod going trought extensive testing by players.

 

18 hours ago, DonQuiWho said:

That is one of the current problems of SD+ in that, even if you can't attack the slaver directly, it is still far too easy to gain freedom by just ensuring that the slaver/master gets killed. eg by taking them into the location of some furry predator that will annihilate and eat them  😄 Even DeepBlueFrog acknowledged that on his development thread  So, unlike SD+. you need to make sure that its the slaver who has, and is keeping, the player 'on a leash', not the other way round

i read this topick you linked the support form of SLOS. i found it intresting the problem it self.

i think best fix is not avoid to happen.

i mean the real slave master/owener never set to fallow the player, player always need to be a controlled area OR within a defined location if not inside considered rebbeling/escaping punishment administered.

 

this design aproach i hope avoid this possible problem, of corse generate new ones... :D

18 hours ago, DonQuiWho said:

Some of those would be good for a 'failed' slave, ie one that's come to the end of their usefulness / reached the bottom score of the 'willfulness' measure.  The incentive for the player should be to avoid dying/getting sold off to a worse fate.  PAMA's 'Bad Ends' / similar mods/ etc should maybe be seen as your mod's 'terminal events' so that the player is persuaded to try to be a bit 'good', rather than be sold off to the Orks, or sent off to the gallows, or whatever other sticky end is employed to have a chance of terminally dispatching them when they have proved themselves to be of no further use.

borken slaves used by slaver guild as cannon fodder combat forces. in case player willpower reach 0 and become mindless... i planning to add few ending...

one of them used as sex toy with no way out.

some may find this end okay.

 

other possible ending sacraficed to some dark deadrick thing...

 

i need work out this details. sadly IRL i mentaly worked hard so i advance slower than usual with the mod.

 

18 hours ago, DonQuiWho said:

  Alternatively, just remove all their followers, take all their stuff, disable their map, add a random set of punitive DD restraints, put them in a remote locked cage deep in some of the more remote dungeons, unable to get out, maybe slow the clock down a bit to make them enjoy the stay less (?), so that when they get out, they effectively end up having to start as if from scratch.  The cheaters will still cheat, but for those of us who don't that would be a challenge, and something to avoid!

intresting idea, some player exist that enjoy this ending?

if yes i might make one that mirror it but not exactly.

 

8 hours ago, BigOnes69 said:

What about sex, pimping, whoring, ...........etc.........?????? Module??????

ops you right!

slave exploitation sub module must have! Sex stuff included as mandatory items on the list.

 

but explotion only for sex is bit one sided... i know resident of skyrim may wish use slave for cleaning, or producing things or other simple minor task but i wish to avoid at.

plus the player is not a general avarage slave a special one.... so i need few special use case for special slaves... then add the desing.

 

i thinking maybe the story part of the mod... can be not story driven but character driven....

becuse the cahracters that around the player is the important factors that make the story.

 

normaly the story toght out and then characters made to stroy happen, what if we try the other way? make bunch of characters with uniqe habbits things... then randomly let one "own" the player as slave. then make some scripts that help the owener react to everiment and player activitys in own (twisted) way( s ).

 

i just thinking loud.... :)

BigOnes69

Posted (edited)

A sex slave is to valuable a commodity. A sex slave created for royalty would need to be trained to act as royalty. Proper dress, proper use of silverware, speech, conversation etc...... A sex slave used for prostitution would cater to the level a client they are exposed. Why would a master waste precious time with manual labor or household activities. They would have a servant specific for those tasks.  The sex slave is there for sex and income.

Edited by BigOnes69
DonQuiWho

Posted

4 hours ago, BigOnes69 said:

A sex slave is to valuable a commodity. A sex slave created for royalty would need to be trained to act as royalty. Proper dress, proper use of silverware, speech, conversation etc...... A sex slave used for prostitution would cater to the level a client they are exposed. Why would a master waste precious time with manual labor or household activities. They would have a servant specific for those tasks.  The sex slave is there for sex and income.

 

Or being passed out as a reward to the rest of the master's entourage. 

 

A bit like a 'Private Reward' as opposed to creating just another 'Public Whore'.  Doesn't need too much attention.  Kept in a cage and passed out to the faithful when appropriate.  Could even be sold as a slave for Dibella's temple, a reward for the faithful when they come and leave their offerings

 

The possibilities are almost endless. 😛

 

 

Nonseen

Posted

8 hours ago, BigOnes69 said:

A sex slave is to valuable a commodity. A sex slave created for royalty would need to be trained to act as royalty. Proper dress, proper use of silverware, speech, conversation etc...... A sex slave used for prostitution would cater to the level a client they are exposed. Why would a master waste precious time with manual labor or household activities. They would have a servant specific for those tasks.  The sex slave is there for sex and income.

i aggre.

 

my design problem here is this:

only this role avible for player if become slave and succsesfull?

 

i thinking what other possible ways may exist?

maybe one slave who control other slaves...

maybe one slave that used to organize things.

both case seams not to intresting from player persepecitve ( and probably very hard to implement )

 

i still thinking how to design this part...

 

same time started implement the basic ideas into a separate modul of my mod so player slavery prototipe in the works, the moment i have no idea how going to look at the end :D but at least i going to make something i can share and see others opponion about it.

4 hours ago, DonQuiWho said:

 

Or being passed out as a reward to the rest of the master's entourage. 

 

A bit like a 'Private Reward' as opposed to creating just another 'Public Whore'.  Doesn't need too much attention.  Kept in a cage and passed out to the faithful when appropriate.  Could even be sold as a slave for Dibella's temple, a reward for the faithful when they come and leave their offerings

 

The possibilities are almost endless. 😛

 

 

 

if i see this way yes lot of possibility.

 

my aproch is check is other possible ways other than using player slave as sex object. dont missnderstand me! This is one use case i going definitly implement and i not aginst it.

i just looking for other possible use cases, but i see no other use type. by default player character stronger than others so elite fighter maybe.

 

maybe illegal slave arane battles? not sure.

AIWUaiwu

Posted

It is recommended to add a module in the operation interface that can confidently set willpower and other quantities to prevent the player's attributes from being too high and causing the corresponding events to fail to trigger.

Nonseen

Posted

3 hours ago, AIWUaiwu said:

It is recommended to add a module in the operation interface that can confidently set willpower and other quantities to prevent the player's attributes from being too high and causing the corresponding events to fail to trigger.

good idea, adding in game option to players to limit how effective can be.i will add it latter state. Probably not that hard after the menu structrure built up.

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