Other > Suggestions
Changes to slaving
Roachor:
Some minor changes to how slaving functions to better streamline it.
-Remove merc requirement for slave limit. It's pointless having a bunch of ghouls standing around your base forever, just make slaves take 35 pp. This will also allow to check how many are following you with ~pp.
-Slaves left at base no longer occupy party/take pp. This way we can store slaves so we can sell slaves or use them for combat, and if combat slaves die we have replacements and don't have to go farm before continuing combat. Everyone else can go instantly restock and return to combat. Making it base only solves the problem of encounter traps with hundreds of slaves in them.
-Allow equipping of metal armour or worse. Just use the original npcs gender to determine the model (black red shirt guy turns into black metal armour guy, homesteaders into reg metal model). Having 0 damage resists make slaves too fragile to really use properly in fights, they get slaughtered by anything more dangerous than molerats.
-Lower rope weight, it's ridiculous. 8 ropes is 36 kilos, thats more than most can carry. We're talking enough to tie some wrists here, not 100 feet per slave. 200 feet of hemp rope weighs 1 kilo in reality, so unless it takes 7200 feet of rope to tie up 8 people...
-Allow use of fruit, weak healing powders on slaves. They are your property and have no rights, why can't you use drugs on them against their will?
-Change slaving runs mechanics. Instead of needing 150 rep to do a slaving run and having it reset, the higher your rep when taking the run changes what kind of run it is. If you have under 200 rep you get the tribal slave run, 250 gets you the junkies and 300 gets the caravan. This will take some of the randomness out of it, there's still a roll for the amount of slaves/back up.
-Slaver perk: Once you've turrned in your 100th slave you get a perk called Veteran Slaver, slaves no longer require loyalty.
naossano:
Randomness of Slave Run is part of the charm of this quest.
You never now if you are prepared enough agains't what's to come.
Better if we also have a small chance to face a fourth kind of encounter, harder than the previous ones.
ronillon:
Really nice suggestion, i like it all.
The Slaves on the base should be left in the brahmin pen or something to prevent them escape. Plus some guards to watch them over? This could go really nice with the faction base NPCs suggestion. Slave/Brahmin keeper NPC, hireable from slaver guild or raiders?
falloutdude:
--- Quote from: naossano on January 30, 2013, 11:35:30 pm ---Randomness of Slave Run is part of the charm of this quest.
You never now if you are prepared enough agains't what's to come.
Better if we also have a small chance to face a fourth kind of encounter, harder than the previous ones.
--- End quote ---
No its annoying we all reroll tons of times to get caravan. I would rather know with alot of rep I can get caravan instead of wasteing my time rerolling.
Jotisz:
On the merc requirement not everyone hires ghouls then have them stay at the base forever. Some do take his/her follower(s) to runs or just to farm. The idea of needing guards to keep them in line is good. Add the number of other followers to ~pp like having a companion and 2 dogs then you would see 160/XY pp, 0/3 slaves, 0/2 brahmin. Would be way better. Although instead of 2 dog for a brahmin it should be 1 for 2 or 1 for 1 but thats a bit off.
Slaves at bases won't taking place up well I understand the logic behind this but they ain't there from their free will and if they outnumber you why shouldn't they just kill you and take everything? Instead of this why not just add a new type of hireable NPC that you could hire from Vortis or Metzger he will take up 40-60 pp and give him the ability to give you 2 slaves also add in a new location buyable from Vortis or Metzger and available for slavers only where you will have some lockable cages you could store them there max 10-20 slaves you could add here a hired slaver he would guard the doors.
Don't like this idea of equipping armors to slaves these characters have different weapon sets it would make the NPCs stronger no doubt about but I simply don't like this idea due to the fact that their look would change with 3d it will not be a problem but with current limited FRMs in my opinion this would look ugly.
Agree with that rope weights a bit too much. Also yeah the allowing of using unhealthy stuffs on them sounds good too however this should have a chance of them rebelling or later dieing from withdrawal.
I like the randomness in the slave runs so I simply don't like this idea.
The perk idea is interesting however turning in 100 slaves is damn easy and to make them fight to their last blood it sounds unlikely. Instead of this why not make it that their loyalty gets to 100% when given jet and raised by 10% with foods 5% with normal healing powders or something like that. Unlimited loyalty should be gained only from animals.
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