Bounties...Bounties Everywhere!
I was just doing some free thinking, and wouldn't it be cool if there were bounties on the Adventures guild travelers you run into once in a while? Or the wandering traders? (Heck, even the Samurai Lords once in a while...(rare bounty?) ) A sort of more villainous/grey side to the bounty system. (if you view the adventurers guild/traders guild as good guys anyway.. Bad guys aren't the only ones with bounties on their heads..)
Just a thought on a possible short term addition to the game?
Just a thought on a possible short term addition to the game?
Idk about the traders, but i'v come across a bunch of Adventures guild travelers that had a bounty on them. So that's already in, but having others and not just "bad guys" have bounties would be great. Maybe even wildlife?? It might not straight up be a bounty but you know, beast kills a lot of people and becomes notorious and you could get a reward for killing it.
Yeah like almost pest control XD but the pest could tear you to bits...Chompster wrote:Idk about the traders, but i'v come across a bunch of Adventures guild travelers that had a bounty on them. So that's already in, but having others and not just "bad guys" have bounties would be great. Maybe even wildlife?? It might not straight up be a bounty but you know, beast kills a lot of people and becomes notorious and you could get a reward for killing it.
I'm liking the thought of actions performed by characters causing them to earn a bounty, like a trade caravan guard killing 30 dust bandits (or dealing 600 dmg, etc.) will put a 500 c. bounty on his head if turned in to the offering faction. Can be applied to literally any character since its based off actions.
Yeah, that's sounds great! Like a samurai patrols leader can rack up a certain bounty based on how much damage they have caused?PnzrNorm wrote:I'm liking the thought of actions performed by characters causing them to earn a bounty, like a trade caravan guard killing 30 dust bandits (or dealing 600 dmg, etc.) will put a 500 c. bounty on his head if turned in to the offering faction. Can be applied to literally any character since its based off actions.
This would be cool, but the UI's running a bit short on space for it to be able to show which faction(s) is/are offering the bounty on a given unit. I'd like to see some traitors/renegades from factions wandering around with bounties on their heads, like deserters and such.
Like every once in a while, one, or a couple samurai's or DeadCat mercs or Holy Paladins will go rogue and start wandering?BloodyNex wrote:This would be cool, but the UI's running a bit short on space for it to be able to show which faction(s) is/are offering the bounty on a given unit. I'd like to see some traitors/renegades from factions wandering around with bounties on their heads, like deserters and such.
Yeah, might be cool to see whole renegade squads too. Like some Holy Nation outcasts, maybe they'd take refuge in a Dead Cat city or something. It feels like it would make more sense on an individual basis, though, if each faction had its own named wanderers. Like the Adventurer's Guild guys, and maybe sometimes they're wandering because they're no longer welcome in their homes.spytim wrote:Like every once in a while, one, or a couple samurai's or DeadCat mercs or Holy Paladins will go rogue and start wandering?
Like almost known rebels, perhaps feared even. that would be very coolBloodyNex wrote:Yeah, might be cool to see whole renegade squads too. Like some Holy Nation outcasts, maybe they'd take refuge in a Dead Cat city or something. It feels like it would make more sense on an individual basis, though, if each faction had its own named wanderers. Like the Adventurer's Guild guys, and maybe sometimes they're wandering because they're no longer welcome in their homes.spytim wrote:Like every once in a while, one, or a couple samurai's or DeadCat mercs or Holy Paladins will go rogue and start wandering?
would be interesting to see Holy city outcasts in deadcat cities and samurai in them too.
You know, since the 0.72 update I've seen citizens equipped in bandit gear. I'd love to see a system where the ones that fight might get a persona, rather than just being a nameless citizen. Maybe they could turn into wanderers once their skill levels get high enough.
Hmm, that would be interesting, almost like a leveling/upgrade system. But not quite... More. Personal, depending how you view it anyway..BloodyNex wrote:You know, since the 0.72 update I've seen citizens equipped in bandit gear. I'd love to see a system where the ones that fight might get a persona, rather than just being a nameless citizen. Maybe they could turn into wanderers once their skill levels get high enough.
Well, the leveling is already built-in. I see it as more a concept of them (literally) making a name for themselves.spytim wrote:Hmm, that would be interesting, almost like a leveling/upgrade system. But not quite... More. Personal, depending how you view it anyway..
Ah, that makes more sense. cool. this needs to happen! lolBloodyNex wrote:Well, the leveling is already built-in. I see it as more a concept of them (literally) making a name for themselves.spytim wrote:Hmm, that would be interesting, almost like a leveling/upgrade system. But not quite... More. Personal, depending how you view it anyway..
Yeah. lol. And maybe when they decide to go off wandering the desert they can put their houses up for sale, leading to a somewhat random selection each time you visit a town.spytim wrote:Ah, that makes more sense. cool. this needs to happen! lol
Yeah, on another but similar topic, i think a continuous randomization in the towns to a small degree would be nice, (not sure if i worded that right..) im talking about like when you leave things change, weather it be a guard captain retiring or a few citizens becoming adventurers, (like you said and they put their houses up for sale) and even the Swords for hire maybe occasionally attaching themselves to caravans to travel to different towns safety? almost like an old west wagon train except with people?BloodyNex wrote:Yeah. lol. And maybe when they decide to go off wandering the desert they can put their houses up for sale, leading to a somewhat random selection each time you visit a town.spytim wrote:Ah, that makes more sense. cool. this needs to happen! lol
(Like when the caravan stops at the next city the citizens/swords for hire goto the bar and almost trade out with other npc's looking to travel?) What do you think?
-Spytim
Liking the idea a LOT, but I can imagine the required amount of effort to make this happen would be immensespytim wrote:Yeah, on another but similar topic, i think a continuous randomization in the towns to a small degree would be nice, (not sure if i worded that right..) im talking about like when you leave things change, weather it be a guard captain retiring or a few citizens becoming adventurers, (like you said and they put their houses up for sale) and even the Swords for hire maybe occasionally attaching themselves to caravans to travel to different towns safety? almost like an old west wagon train except with people?
(Like when the caravan stops at the next city the citizens/swords for hire goto the bar and almost trade out with other npc's looking to travel?) What do you think?
-Spytim
I can't imagine it would take a lot of processing power to accomplish this, just check every so often (30 seconds to a minute could work). As for coding it would be pretty intense, and any time a new type of NPC is added a recode of the options available to the AI would be necessary. Of course, scripting could get around that.
There's likely scripting in place already in order to generate NPCs and their specific stats, would just need to add another attribute for Bounties and initialize at 0, increasing whenever certain flags are triggered. Not that it would be that simple, of course.BloodyNex wrote:I can't imagine it would take a lot of processing power to accomplish this, just check every so often (30 seconds to a minute could work). As for coding it would be pretty intense, and any time a new type of NPC is added a recode of the options available to the AI would be necessary. Of course, scripting could get around that.
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