Perks for Healing and Rescuing other Factions

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Onsdag
Posts: 6
Joined: Sat Feb 01, 2014 5:53 pm

Sat Feb 01, 2014 6:38 pm

I think it would be great if there were some added benefits for healing and rescuing NPC's of other factions from certain death. Perhaps the NPC could offer you some cats (money), food, supplies, a family weapon, their loyalty and companionship, a rare blueprint, or something else. This doesn't have to happen all the time. Mostly it could just add to your faction standing as it is currently implemented, but occasionally one of these other options would present itself. This would make healing and rescuing NPC's much more rewarding than is currently implemented.

This sort of ties in with my Bandits Playing Dead thread in that it will add a whole new dimension to coming upon a recent battlefield. Instead of just blindly running in and looting all the dying bodies you will need to make a decision on whether to risk looting them (it could be a trap), or rescuing them (they could give you some nice reward). And looting and Rescuing should be mutually exclusive - if you so much as loot the body than any subsequent rescue efforts will not provide a reward. Vice versa - if you heal/rescue them then you will not be able to loot them.

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hbrown
Posts: 904
Joined: Tue Apr 30, 2013 12:41 pm
Location: Portugal

Sun Feb 02, 2014 3:02 pm

Actuallly healing them already increases the relations, however is a pretty low rate now, most likely because of diplomacy be on the owkr and more options to come.

Now wit the diplomacy coming we should be able to see what comes, tho i guess the "rewrds" could change from faction or goups, some would just thank you ad spread your word, others couldrather try to offer you a job (like a trade ask to escort the rest of the way then pay like a regular escort or so), but i guess should be "carefully" planed what the rewards are, kinda give me the feeling of regular rpgs at first.

Playing dead is pretty much a feature, dunno if you read last update note from the medical system.
It s Hbrown!! Gotta get some p­ies!

Onsdag
Posts: 6
Joined: Sat Feb 01, 2014 5:53 pm

Sun Feb 02, 2014 5:19 pm

Thanks for the comments.

Another thought on receiving faction bonuses is that it may be prudent to implement faction changes, both positive and negative, based on who witnesses the healing (within a certain proximity). For example, if you lead a group of bandits back to town for the guards to take care of, then heal all the bandits to increase your faction with them, the town may not take a liking to that and your faction standing with them decreases. Of course this faction change should only happen for those who are within a certain proximity of the player when they heal others, as it would not make sense for everyone to know of your deed out in the middle of a desert - only those close enough to witness it. This would prevent people from grinding positive faction with all the bandits/ninjas by healing them after the guards destroy them. Therefore you must carefully pick and choose when, where, and who you heal.

Like I said before, the faction bonus would be the "reward" for healing someone most of the time (as it currently is), however, every now and then someone is particularly grateful to you for saving their life that they offer you an additional reward. Just the possibility of additional rewards can open up new and exciting gameplay options for players. If they loot someone then that is their "reward" and they won't receive an additional reward from healing/rescuing them. However, if they decide to heal/rescue them then they may potentially receive a greater "reward" for their efforts - though they will not be able to loot them. This again leads to greater choices and accountability for ones actions.

As for playing dead, yes I know it's already a feature - it's just that currently you can only "play dead" if you have been incapacitated already and then come to while the enemy is still around. It is a reactive ability rather than a proactive one. What I am suggesting is that one (particularly NPC's and bandits) can use the ability to "play dead" even if they have not been attacked, gravely injured, or anything, so as to try luring people into traps. As it is currently many people see injured/dying people out in the middle of a desert and immediately think "free gear" or "easy money" and rashly (in a real world, bandit infested, setting) run out to loot them without stopping to consider it may be a trap.

Anyways, just some thoughts. One thing that greatly interests me in this game is that you have to carefully weigh your options - there are some tough people out there that could easily kick your butt if you're not careful. These features I am suggesting, if implemented correctly, could increase this aspect by making you consider more carefully the choices before you and the consequences that may arise. If you heal someone you may have just rescued an important leader from death and therefore gain a great reward, but that person has powerful enemies who witnessed your act and now see you as a threat to be dealt with as well.

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PnzrNorm
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Mon Feb 03, 2014 4:23 pm

Onsdag wrote:Another thought on receiving faction bonuses is that it may be prudent to implement faction changes, both positive and negative, based on who witnesses the healing (within a certain proximity). For example, if you lead a group of bandits back to town for the guards to take care of, then heal all the bandits to increase your faction with them, the town may not take a liking to that and your faction standing with them decreases. Of course this faction change should only happen for those who are within a certain proximity of the player when they heal others, as it would not make sense for everyone to know of your deed out in the middle of a desert - only those close enough to witness it. This would prevent people from grinding positive faction with all the bandits/ninjas by healing them after the guards destroy them. Therefore you must carefully pick and choose when, where, and who you heal.
Could just carry the bodies away from the guards.
Ironically, I actually replied to another request that would mesh perfectly with this request regarding honor and karma should you perform an action while not being witnessed by anyone.
Located here:
http://www.lofigames.com/phpBB3/viewtop ... ma+#p34977
Onsdag wrote:Like I said before, the faction bonus would be the "reward" for healing someone most of the time (as it currently is), however, every now and then someone is particularly grateful to you for saving their life that they offer you an additional reward. Just the possibility of additional rewards can open up new and exciting gameplay options for players. If they loot someone then that is their "reward" and they won't receive an additional reward from healing/rescuing them. However, if they decide to heal/rescue them then they may potentially receive a greater "reward" for their efforts - though they will not be able to loot them. This again leads to greater choices and accountability for ones actions.
I like this idea a lot. A simple boolean if you looted the body or not, followed by an RNG (could also conjure an additional RNG arbitrary % value representing "potential for extra reward" that could be based on faction relation or personality factors) that will produce an extra reward if it passes the test.

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