No, I'm not a programmer. I just love sandbox games and Kenshi allows even more "sandboxy sandboxiness" than most other games I like. And that has nothing to do with the desert biome!
But I do have some ideas what I'm missing in the current release and which might not have been suggested yet. In case my English sounds funny, keep in mind it's not my native tongue.
Here we go:
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-1- Characters
Right now you can create your own character and change appearance of your hirelings. You can skill'em up and all that, but they lack one thing needed for any RPG: character. Know what I mean? They're all the same, can do the same and as long as there's one member of your faction left, you can continue playing.
Of course: your PCs may develop some sort of character over time: the sweet girl Pins may become your faction's doctor, your own leader is the chief researcher and so on. In the final game it's planned to allow dismemberement, so your beloved fighter character may end with his left arm hacked off - but still capable of training new recruits and so on ... you name it.
However, that's not enough for a "immersive" RPG. I can write down a short and incomplete list of stuff that's needed in a "immersive sandbox RPG":
Loyalty
Well - you get it. Loyalty ensures your faction members stay together and don't run away if things go south. Some start with a quite low loyalty, others may start with an undying loyalty from the very first second you recruit them.
Loyalty may increase or decrease over time, depending on how you threat your characters. High ranking members of your faction doing daily labor may feel disgraced. Promoting lowly recruits into the inner circle may also cause unrest within the rest of your guys. You name it. Then again you can increase loyalty by winning battles, saving your members from certain death, increasing faction wealth, building your own city ... if you're doing it right, loyalty grows on its own.
Disloyal members of your faction are dangerous. They might leave your faction or steal stuff. In worst case a disloyal member not only leaves your faction but also joins your mortal enemies - lets hope that character wasn't one of your best fighters.
It also works the other way around: sometimes you may recruit a injured member of another / enemy faction after a battle - by healing him/her. There's no guarantee you'll get another recruit that way, but it's worth the risk.
Relationships
You've got your ragtag bunch of misfits. They're all struggling and fighting together to live another day - a great basis for a varied set of relationships - everything included!
I can give you some hints how to do this:
First of all: every character has his/her own set of relationship stats.
That set includes:
- Hatred Stat [0 ... 10]
- Comradeship Stat [0 ... 10]
- Friendship Stat [0 ... 10]
- Romance Stat [0 ... 10]
Second: each stat applies any time ('though "hatred" and "romance" won't work together, for example).
And third: each stat is calcualated between two characters. Of course, only characters you know for a little while, like your faction's members or that shopkeeper you visit every day.
The stats can, but must not be the same on both characters (ever heard of one-sided love?) ^^
Have these three examples to get into touch with my idea:
Your faction main trader <-> Shopkeeper in Brink
Shopkeeper
- Hatred Stat [0]
- Comradeship Stat [0]
- Friendship Stat [5]
- Romance Stat [0]
"You know this guy for weeks now and saved his life once from cannibals. Since that day [name of character] calls you a friend."
Effects:
- prizes for selling goods are better by [amount]
- prizes for buying goods are better by [amount]
Your male faction's leader <-> Female inner circle member
Female inner circle member name
- Hatred Stat [0]
- Comradeship Stat [10]
- Friendship Stat [8]
- Romance Stat [7]
"You went through hell with her. [name of character] was with you from the very beginning, fought side by side with you and survived against all odds. The deep friendship connecting you two is about to develop into something deeper - it's just a matter of time.
Effects:
- her loyalty grows as long as she's nearby [name of character].
- her fighting skills are improved by [amount]
- romance effects
--> she can be romanced (if not romanced yet / friendzoned)
OR
--> she is romanced and provides bonuses
OR
--> she's a friend with benefits, providing different bonuses
Female faction member <-> Male faction member
Female faction member name
- Hatred Stat [7]
- Comradeship Stat [5]
- Friendship Stat [0]
- Romance Stat [3]
"It's difficult to deal with him. Since he ditched you for that floozy, you can't look at him anymore without the urge beating him to pulp. But you have to work with him - until one of your enemies land a lucky strike."
Effects:
- Your loyalty decreases slowly if you're near [character name]
- As medic: you'll heal [character name] last.
Those three examples should give you an idea how things work. The small text beneath the stats is fluff for RPG - and should be based on things that have happened ingame. So, for example, if you -really- saved the shopkeeper from certain death in the desert, he'll be grateful. And if you deal with him on a daily basis, a friendship may develop - resulting in better prizes and such.
And what's about your romance with that girl? You can go down the romance path, become a one-girl-man. Or your character is looking for a friend with benefits? Your choice. Just keep in mind, some of them may have dire consequences, like in the last one.
However, all that does work only, if faction members have some sort of "idle mechanics" - you don't want to set up all romances or hardships on your own, do you? Exactly. That's the next point about:
Independent Character Development
It's nearly a year since you founded your faction. You saw friends dying, a revolt that nearly costed your life, but today everything is fine. Your faction is prosperous and your faction members are happy with what they've achieved.
That's nice and good. It's just impossible if you have to micro every single character of your faction. It's time to give them some sort of "independence" from your management. The easiest way is to allow them to "idle" when not selected or given a permanent task (more about that later).
Characters interact with each other. That means, they slowly develop some relationships with each other. Two guys working at the same crop field for example may become friends and work better together. At the end of the day, they'll leave the field and visit the inn: both eyeing the same single girl. Obviously, only one can get her attention and the other one might feel jealous, reducing friendship. Characters interactions with each other are based on their relationship stats (as mentioned before), so if two characters like each other, they'll hang out together more frequently than others. Or they might avoid each other, if the hatred stat is high enough.
However, each interaction may or may not change those stats: friends can turn into lovers or enemies - depending on how things work out for them. The new guy might feel welcome if he can make new friends within days, or he might feel entirely unwelcome, thanks to the hatred of most other members, name it, with the right setup of interactions and relationship stats, nearly everything is possible.
For you, the player, it's possible to enforce or avoid certain developments, of course. The two workers in your crop field? They now hate each other since one of them got the girl both had feelings for. If unchecked, the unlucky one may lose loyalty and leave your faction in worst case. Don't force him to continue working with the other guy - assign him to another workplace so there's some space between both. In that case, loyalty won't drop anymore.
Oh, and didn't I say I'll say some words about "permanent tasks"? Here you go:
Daily Tasks
The town you've founded a year ago is properous thanks to its denizens. You still can remember when you've set up all daily routines for most of them - and god thanks, it works!
That's another point: in the current release you can give any member a permanent task. However, it's not possible to give those tasks priorities or a time schedule. The first one might help a bit, but the second one is even more important. It also adds some character to your ... well, characters.
Such schedule could look like this:
Schedule for Lowly Farmer
- 8:00am Farming at Crop Field
- 1:00pm Free Time / Break
- 2:00pm Gathering Water at Well
- 5:00pm Guarding at Watchtower
- 9:00pm Free Time / Break
- 11:00pm Sleep
That's his daily routine. All you need is to set it up once and activate it. Your lowly farmer will continue his daily tasks until you deactivate his daily routine. Attacks might also interrupt his daily routine - unless you set him up NOT to attack / chase anyone. In that case, let your fighters deal with the enemy.
In the times marked as "Free Time / Break" the character won't work but deal with other characters. That's important for bonding and such - as said before - and might increase loyalty and such.
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Okay, that's it for the first part. It's just a suggesting for characters & character development, so you -really- start to care about them. I do have two more big suggestions in my mind, but won't post them right now. Stay tuned.