Heroes something other then mercinaries.

Does it bug anybody else that heroes don't have any personality or reason to be other then to walk around until they are bought?

 

What are these people doing, and why are they willing to drop everything to join you, and once they do why are they infinitely loyal?

 

Some heroes should have goals, things they want to achieve and they won't join you unless you offer to help them do that, and they'll leave if you don't.  Other heroes should just not be employable,  Free spirits, wandering, trading, and stirring up trouble maybe talk to them and be able to buy the equipment they are carrying, or sell them food to keep on their way.  

 

And what about heroes as quest sources?   the Inn currently is a 1 time use quest box, I think most people want to expand that to multi use.  I would extend it just a bit further and have none recruit-able Heroes spawn from Inns, and walking to other Inns (or notable locations then onwards to an Inn.) And when you talk to them they could give you a quest or ask you to walk with them some way along towards their destination.  ext. 


I want to see people passing back and forth across my land all the time, People doing stuff, going places, Maybe I can attack them (diplomatic consequences). 

Just saying If the only reason the heroes pop on the map is to be employed  . . . blah.

Robbie Price.

14,458 views 18 replies
Reply #1 Top

yeah, it would add alot to the game if the champions had some sort of alignment that guided them.  example:

give the faction a faction alignment.  make certain decisions change that alignment.

lets say that you become(on a scale of -10 to +10) +10 which is really good.  you might attract "joe the mighty paladin" because he is so good.  he has alot of ability to hurt evil aligned creatures and enemies.

well, you do something that knocks you down 5 points to +5.  that is just under what he will accept so he tells you that you need to clean up your act or he is out of there.  after a while you loose another 2 points because you killed some baby trolls or something.  he then leaves you and seeks another good kingdom elsewhere.  if he finds one, he may offer his services, if not then he will keep wondering the lands slaying evil until someone gets a +5 or more in alignment.

 

Reply #2 Top

What are these people doing, and why are they willing to drop everything to join you, and once they do why are they infinitely loyal?
End of quote

Well, world is barren and destroyed, so I believe they have nothing to 'drop' anyway. Since channelers are the only source of life and progress, its natural for people to gather around them.

It would be natural for such champions to request wages or fiefs for their service, but fiefs concept would not be trivial to implement in EWoM.

Reply #3 Top

I agree and I also really like the Alignment idea, especially if it's mold-able by the player through actions/quests and what not. It makes absolutely no sense that Kingdoms are all goodly and empires are all evil, right down to their terrain, it's boring and lazy and really detracts from player immersion. Having a kingdom or empire be influenced in terms of alignment by buildings and player choices would really be a plus, and having Adventurers who react to that and come with their own quests would really be a plus.

Reply #4 Top

Well it would add another layer to the RPG side to have heroes with their own motivation. For example:

They shouldn't just cost gildar. How about costing other resources or having other prerequisites like having to give them a lord hammer to get them to join you. From the MOM perspective you couldn't recruit the strongest heroes unless you had high Fame. How about temporary recruitment. Or mercenaries with high upkeep cost.

Like in mom you couldn't get some heroes if you didn't have the according spellbooks. Good luck getting Mortu the deathknight or Ravashak the necromancer while having picked life books.

How about some sneaky tactics like hiring a hero just to find out that he was a double agent when he tries to assassinate the sovereign?

A summon hero/summon champion/incarnation spell chain would be helpful aswell. I want my Torin The Chosen!!!

 

Reply #5 Top

A summon hero/summon champion/incarnation spell chain would be helpful aswell. I want my Torin The Chosen!!!
End of quote

That and resurrection spells.

Reply #6 Top

Why not have it so you can pay a higher level hero to deal with a monster for you? We are the sovereign afterall, we don't have to own heroes. Stick up a poster in the local tavern, Majesty style.

Reply #7 Top

Quoting AlexanderCazier, reply 6
Why not have it so you can pay a higher level hero to deal with a monster for you? We are the sovereign afterall, we don't have to own heroes. Stick up a poster in the local tavern, Majesty style.
End of AlexanderCazier's quote

 

actually that's what I propose to a greater or lesser extent in https://forums.elementalgame.com/396352,   Of course in my suggestion they ask you to join them, but the general idea was it could go both ways.

Reply #8 Top

actually i think it would add an amazing amount of depth if every quest had a good or evil response that would change your alignment slider one way or the other.  say have an alignment slider that goes from -100% to +100%.

you start the game at 0 and after each quest you choose the response.  usually an evil response will net you better stuff or more money.  and a good response nets you less, but may give stuff like diplomatic points and more chance to hire the most powerful heroes because in fantasy the good guy usually wins, because he is powerful and overcomes all odds.

Reply #9 Top

Ideally the system wouldn't favour good or evil, since the game is not so much about Good and Evil as it is about one way of viewing the world and another way of viewing the world.

 

Survival of the fittest(individual), vs, survival of the individuals by the survival of the whole.  In the empires each person is their own they must defend themselves, dog eat dog.  In the kingdoms success is about banding together against common foes.

thus empire like choices should yield losses of troops but gains in experience/strength, and Kingdom like choices should should yield Diplomatic capital, heroes,  but cost money or time (wait or pay for to help your weakest).

Reply #10 Top

I also dont think Soldiers should level, or should stop leveling at level 4. Only heroes should level more than that.  Soldiers right now overpower heroes. 

Reply #11 Top

soldiers overpowering heroes is a slightly different problem which has little to do with levels and too much to do with overly simplistic combat models.  there are any number of suggestions on how to fix that.  just limiting level's alone probably won't  be sufficient.

Reply #12 Top

Quoting DKL, reply 2

What are these people doing, and why are they willing to drop everything to join you, and once they do why are they infinitely loyal?
Well, world is barren and destroyed, so I believe they have nothing to 'drop' anyway. Since channelers are the only source of life and progress, its natural for people to gather around them.

It would be natural for such champions to request wages or fiefs for their service, but fiefs concept would not be trivial to implement in EWoM.
End of DKL's quote

 

I agree with this post. The world is destroyed and the channelers are the only source of live. You just don't need to consider the heroes as heroes when you recruit them. In the game, they are not even considered as heroes at all, but a notable person. That's mean, a person with skills that can help you with the cause / in other name Wannabe Heroes.

Reply #13 Top

Hehe ... yea, Combat mechanics/ heroes vs armies is COMPLETELY DIFFERENT!! xD ... but as to this topic ...

 

there *should* be AI directives for heroes/champions. They should have alignment motivations, greed motivations, and safety/security motivations.

Champions of similar or near-similar alignment should *readily* form alliances (parties) if greed or safety motivations overlap.

Also, if the greed or safety motivations are EXTREME enough, opposite alignment champions could make temporary alliances (until they find more suitable team-mates).

 

Also, perhaps some crowding mechanism for parties/champion alliances ... so that groups of individuals don't get too large, cause ultimately beyond a certain point headstrong personalities will cause a large group to split. (at least in fiction)

Since Champions have a high likelihood of retreating, Champions that have fought against each other would be less likely to form alliances in the future.

Also, Champions would be less likely to hire themselves out to a Faction that employed their rivals. (unless it was the Richest faction around that paid well and gave good benefits, etc)

 

I think there should be three levels of NPC interaction. Full Independence, Contractual Obligation, and Full Membership.

Full Membership would be "hiring them" and they become full citizens, members of the royal court, the works. You fully control them.

// Edit: Full Members with low loyalty have a chance to rebel. The thing is, if a FULL MEMBER rebels, they may end up swaying a good portion of your military and family members to their cause ... with the potential to start a civil war. Heck, its possible even an entire CITY may join their little revolution. Therefore, its important to have Full Members with high loyalty.

Contractual Obligation would mean that they are relatively automated, you can assign soldiers to them, and you can pay them bonuses for good deeds. Contract-Heroes with low Honor may rebel, flip sides, or go rogue unless you pay them well enough.

Benefits to Contractual Obligation would be that while you can "order them around" (loosely, not directly), you are not diplomatically responsible for their actions ... so they can act as independent agents without a banner. /// people can choose an alternative implementation, this is just one idea ... in the end though, its basically a Majesty scenario, where you give them incentives to do tasks for you. /// I'm all ears for suggestions on how to make the middle choice actually worth it.

/// Edit: Further Benefits to Contractual Obligation. The longer they are under contract, their loyalty to you slowly increases. It may be wise to increase a Champion's loyalty in this manner before making them a full member.

Full Independence. -> Free agents, likely to form parties/temp.alliances with other free agents. Sometimes a party of free agents may become extremely loyal to each other and never separate. If they live long enough, of course.

Reply #14 Top

Quoting Robbie.Price, reply 9
Ideally the system wouldn't favour good or evil, since the game is not so much about Good and Evil as it is about one way of viewing the world and another way of viewing the world.

 

Survival of the fittest(individual), vs, survival of the individuals by the survival of the whole.  In the empires each person is their own they must defend themselves, dog eat dog.  In the kingdoms success is about banding together against common foes.

thus empire like choices should yield losses of troops but gains in experience/strength, and Kingdom like choices should should yield Diplomatic capital, heroes,  but cost money or time (wait or pay for to help your weakest).
End of Robbie.Price's quote

well i guess i kinda use good and evil as more of an example that a mechanic.  it could very well be law and chaos which would def work better here.  as the kingdoms are more about laws and living a structured life and the empires are more about the strongest will rise to the top and it doesn't matter how they get there.

Reply #15 Top

Yep, Empires are more about Chaos, and freedom of the strong ...

 

while Kingdoms are more about Law and Order, and about everyone obeying a certain code of conduct (as well as providing entertainment to the masses)

whereas, instead of a "code of conduct" for EVERYONE ... the Empires have the strong do what they will, and the weak must fulfill any service or obligation required of them by their betters.

Reply #16 Top

Unless their betters will skin them alive if the fail . . . then you have a obligation to do what your betters tell you to.

Reply #17 Top

True your kingdom should be approached by heroes from time to time and be able to get some though quests. Elemental is missing alot of soul IMO, its like Lego, you can do so much with it but at the moment its just a bunch of half constructed bricks.

Reply #18 Top

Well, I was just saying that the Kingdoms were more based on Codified laws ... and while the Empire society obviously has its own sets of norms "similar" to laws ... the Wisdom and Judgement of the strong are what truly guides the practices of the Empire.

(when I say Wisdom and Judgement ... basically the every Whim of a strong empire leader is to be followed)