Slavery?

Discussion of gameplay issues and experiences, game balance and suggestions for tweaks and modification of the existing systems.
Potocobe
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Sat Nov 24, 2012 8:12 am

You could steal the key to your chains or choke her to death with them...or just do the dishes and curl up by the fireplace like a good dog.

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toaster Assassin
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Wed Nov 28, 2012 3:44 pm

Potocobe said: You could steal the key to your chains or choke her to death with them...or just do the dishes and curl up by the fireplace like a good dog.

Hey, for 1000c you better have some use. (because a henchman only costs 700c)
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IDex
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Mon Dec 03, 2012 12:09 am

John wrote:Indeed, if one decides to capture and enslave bandits for example, then I think that the general census of all, or most, non-bandit factions would be along the lines of "Oh, this evil bandit is a slave, I am happy that this potential murderer is now working in bad conditions." Of course, the effect on faction relation would vary faction to faction, or example, I would imagine that the morally "good" factions would dislike the use of slavery, while "evil" factions would be fine with, or even encourage the use of slaves. And of course, factions that are in the "gray" area would be indifferent to the idea of slavery.
Bad idea. As people have said for the most part of the history slavery hasn't been "bad". The only truly anti-slavery factions should be factions with very good reasons to be against slavery, like "rebelled slaves" or something, the rest should all be for it, or indifferent, as long as it's not their people.

Potocobe
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Mon Dec 03, 2012 7:20 am

Can we get a setting or a check box that tells my whole faction whether or not we take slaves? Automate the whole process so that my faction behaves like the NPC factions when I'm not micro-managing them. Come to think of it; I would like a lot of check box controls for my faction that cover everything an NPC faction can do. Mine/Don't mine, Farm/Don't farm, Take slaves/Don't take slaves, etc.

One for the slavery feature for sure though. I don't want to come home to find out my people have been tagging and bagging strangers for wholesale while I've been out slaving away creating new customers for my chain of robotic arm dealerships. That would not be cool. We need to be able to force our morals onto our NPC friends and make sure they don't misbehave while we're doing something else.

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toaster Assassin
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Wed Dec 05, 2012 3:42 pm

Taking slaves would most likely not be an automated process. I would assume that the enslaving of a unit would be an option like healing said unit. Or maybe you just have to drag a unit into a cage and after a certain time elapse (their warrior spirit breaks) and they become slaves. An automated slave capture system might cause a bit of trouble.
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Potocobe
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Thu Dec 06, 2012 1:50 am

toaster Assassin wrote:Taking slaves would most likely not be an automated process. I would assume that the enslaving of a unit would be an option like healing said unit. Or maybe you just have to drag a unit into a cage and after a certain time elapse (their warrior spirit breaks) and they become slaves. An automated slave capture system might cause a bit of trouble.
It's my understanding that the npc factions will be able to take slaves. I thought that because of the emergent, procedural gameplay that the player created/controlled faction would function the same way as the npc ones do. If so, then I would like a button to turn on AI controls for my people that aren't in my direct control.

The .40 update news on the main site mentions not micromanaging your npcs and explains that the AI will handle the movement and creation of goods.

We here in the forum don't exactly know until Chris says but, I believe my assumption has some weight to it and therefore my check box suggestion might have some merit.

I do agree that automated slave taking might cause a bit of trouble. I believe I will spend some fun hours hunting down slavers across the wasteland. I don't know if I will or won't use enforced servitude myself. Not being able to do any of the real world things that slave owners likely do to their slaves makes the slavery in Kenshi an economics question rather than a moral one. The only difference between me and a slave is that I work less hours and I'm free to come and go as I please and my budget allows. I will bet that slave labor in Kenshi is crap compared to enthusiastic capitalist labor which will lend weight to my anti-slaver crusade on the idea that it is for the workers not the slaves that I chop off all of their arms.
Slavery?...Could be fun =)

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Blxz
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Thu Dec 06, 2012 8:17 am

Potocobe wrote:
The .40 update news on the main site mentions not micromanaging your npcs and explains that the AI will handle the movement and creation of goods.
My interpretation of what chris said is that it will be very basic, at least in this implementation. I don't think the Ai works as a faction so much as will simply be able to have a trade route or some sort of order set up so that item X will be delivered to building Y when the storage becomes full.

Still, I don't know if the idea of checkboxes and the like is necessarily a bad (or good) idea yet. There really isn't anything in the game that it would be useful for other than auto looting bodies. Maybe in the, hopefully near, future when there are some more detailed processes that we need to go through there could be a use for choice toggles. We need to wait and see until then.
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toaster Assassin
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Thu Dec 06, 2012 3:45 pm

I believe that instead of a physical "check box", a unit should be assigned the role of a manager for a desired building. At that point the option of micro-management would be open for the building. (Honestly, how many workers/slaves would do their job without management on their @$$?)
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Potocobe
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Fri Dec 07, 2012 5:22 am

toaster Assassin wrote:I believe that instead of a physical "check box", a unit should be assigned the role of a manager for a desired building. At that point the option of micro-management would be open for the building. (Honestly, how many workers/slaves would do their job without management on their @$$?)
That's a much better idea. Just stick a nerd in a lab and watch him go! Anything that lets me stay hands off of the mundane caring and feeding of people is good in my book. Way easier to just fire and forget...right click building -> manage -> done =)

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Santaissick
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Fri Dec 07, 2012 8:24 am

Blxz wrote:There really isn't anything in the game that it would be useful for other than auto looting bodies.
I think it would easy up my life a lot if there was auto-loot and auto-medic with options to choose who I want to medic. I want checkboxes so that when I press the Medic button, I can choose which factions I want to medic. It's pain in the ass to heal every enemy individually after big battle if I want them to be my prisoners.
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Blxz
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Fri Dec 07, 2012 3:23 pm

Good point santa. Thats a good idea for the suggestions forum. Setting a 'friendly' faction so that any medic orders would include them too. Could be very handy for slavery systems as well as relationship building and even for something as simple as actual alliances where you want to heal your allies after a big battle.
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toaster Assassin
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Fri Dec 07, 2012 3:39 pm

As long as the AI knows when to heal and when to keep fighting, otherwise I agree completely.
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Blxz
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Sat Dec 08, 2012 4:53 pm

Even now the AI is decent with healing and fighting, the medic action won't work if an enemy is nearby.
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Potocobe
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Tue Dec 11, 2012 5:41 am

The AI has no problems playing medic while I'm running them down. I'll knock out the gate guards of a town and as I'm going in to slaughter the citizens I will see shopkeepers running out the gate to tend the wounded I left behind. That might be because I still run solo and they don't need ten people to take me on. Of course this way I get to hit them again as they come running in to try and fight me again.

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