Going Medieval

Going Medieval

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Rixler Oct 24, 2023 @ 9:23pm
Different villager types
So, I love the game but feel like it's missing something. It doesn't feel like an actual village until you have an old' time-y tavern in it. Or stores... which obviously brings up bigger challenges as far as in-game economy. But mainly, my town feels empty with a max of 20 villagers. What would be great to see is if you had something like villagers and workers as two classes of controllable characters. Workers are the same as your people now... And villagers can just do one thing. Like run a bar and sleep. Then allowing players to have a lot more villagers vs. workers would make the game feel a lot more full to me. Thoughts?
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Showing 1-5 of 5 comments
Jambie Lionheart Oct 25, 2023 @ 12:40am 
Do you mean like a class system?
Jermarlie Oct 25, 2023 @ 9:10am 
What you're suggesting feels like a different game. GM is supposed to be post-apocalyptic, so the aim is more fortified homestead than functioning village. Kind of a jerk move for someone to move in, do nothing to contribute to the colony's actual survival, and run a bar charging other survivors for a drink made from their own hard work. In-game economy extends to other settlements, not within your own settlement. The only equivalent is the trading post, a road-side shop for the travelling traders. You could headcanon things however you want (plenty of people do multiple trading post tents to make it look like a little market), but I don't see the need for the game to add shops or reduce the work settlers are able to do, like you suggest.

Class system and taverns are a different story. I think they will eventually add some more entertainment options if you're looking for that lively idea of a tavern with a musician. Things like that could be added to the parameters of the Great Hall, or become a new room type.

Class system ideas have been thrown around and I could kind of see some of them working. Again, I don't think a post-apocalyptic colony of survivors would care very much about pre-apocalyptic social restrictions unless they were super cult-y or something lol, but a role/title system that ADDS job possibilities or bonuses to a settler (instead of subtracting and making them less useful) could be interesting. I've talked about this before, that I see a lot of people wanting a bit more story and fullness, more elements like kings and knights, and I think there could be some way to designate roles like that to your settlers that would influence how they spend their time, what items they can interact with, maybe how other settlers treat them (if the devs ever want to actually, ya know, DO something with the social system that is currently pointless).

I'm just not interested in villagers vs workers. I'm more interested, if a role system gets introduced, in guards, leaders, and maybe entertainers. Then everybody else. But I want everyone to be pulling their weight regardless of their role. I'd like a leader role that we could chose to be a monarch, a religious leader, or some kind of elected position. Something to justify giving one person a nicer room than everyone else lol. Not sure what special job they could do, or if they would just add bonuses to everyone else. There could be an event just like the 'enemy faction wants their escapee back' where an enemy faction wants to kidnap your leader, and you have the option to say, "Meh, we didn't really like them that much. You can keep them and we'll get a new one."
MastaBlasta007 Oct 26, 2023 @ 2:09pm 
Originally posted by Jermarlie:
What you're suggesting feels like a different game. GM is supposed to be post-apocalyptic, so the aim is more fortified homestead than functioning village. Kind of a jerk move for someone to move in, do nothing to contribute to the colony's actual survival, and run a bar charging other survivors for a drink made from their own hard work. In-game economy extends to other settlements, not within your own settlement. The only equivalent is the trading post, a road-side shop for the travelling traders. You could headcanon things however you want (plenty of people do multiple trading post tents to make it look like a little market), but I don't see the need for the game to add shops or reduce the work settlers are able to do, like you suggest.

Class system and taverns are a different story. I think they will eventually add some more entertainment options if you're looking for that lively idea of a tavern with a musician. Things like that could be added to the parameters of the Great Hall, or become a new room type.

Class system ideas have been thrown around and I could kind of see some of them working. Again, I don't think a post-apocalyptic colony of survivors would care very much about pre-apocalyptic social restrictions unless they were super cult-y or something lol, but a role/title system that ADDS job possibilities or bonuses to a settler (instead of subtracting and making them less useful) could be interesting. I've talked about this before, that I see a lot of people wanting a bit more story and fullness, more elements like kings and knights, and I think there could be some way to designate roles like that to your settlers that would influence how they spend their time, what items they can interact with, maybe how other settlers treat them (if the devs ever want to actually, ya know, DO something with the social system that is currently pointless).

I'm just not interested in villagers vs workers. I'm more interested, if a role system gets introduced, in guards, leaders, and maybe entertainers. Then everybody else. But I want everyone to be pulling their weight regardless of their role. I'd like a leader role that we could chose to be a monarch, a religious leader, or some kind of elected position. Something to justify giving one person a nicer room than everyone else lol. Not sure what special job they could do, or if they would just add bonuses to everyone else. There could be an event just like the 'enemy faction wants their escapee back' where an enemy faction wants to kidnap your leader, and you have the option to say, "Meh, we didn't really like them that much. You can keep them and we'll get a new one."

You pretty much contradicted yourself with that last paragraph mate.

"I'm just not interested in villagers vs workers. I'm more interested, if a role system gets introduced, in guards, leaders, and maybe entertainers." Would a role system not essentially be villagers, and workers? XD.
Shopkeepers, blacksmiths, barhands...farmers...etc would fall under the category of a "Role"
Jermarlie Oct 27, 2023 @ 9:10am 
Originally posted by MastaBlasta007:
You pretty much contradicted yourself with that last paragraph mate.

"I'm just not interested in villagers vs workers. I'm more interested, if a role system gets introduced, in guards, leaders, and maybe entertainers." Would a role system not essentially be villagers, and workers? XD.
Shopkeepers, blacksmiths, barhands...farmers...etc would fall under the category of a "Role"

Do I contradict myself? / Very well then I contradict myself.

No, to be clear, I mean "villager vs worker" in the context of OP's post. I'm against any role that operates like OP's suggested "villager" that does only one task and nothing else, leaving the real work of the game to everyone else. I wouldn't like a blacksmith or farmer role either if they worked the same way, doing only one job. It would limit and make redundant the current job system if 'roles' worked as another means to just assign pre-designated jobs.

We already have backgrounds and pseudonyms that are supposed to roughly determine things like that. They're supposed to give everyone a little story and some bonuses. So we can already have someone that used to be a smith and enters the game with a high blacksmithing skill. We just have to manual set them to do that work. But we can also set them to do other work, instead of just sitting at the forge all day manning it like a shop. Like I said before, a "role" should add function instead of subtracting, or it's not a feature I personally am interested in.
Jambie Lionheart Oct 28, 2023 @ 9:22am 
Originally posted by Jermarlie:
What you're suggesting feels like a different game. GM is supposed to be post-apocalyptic, so the aim is more fortified homestead than functioning village. Kind of a jerk move for someone to move in, do nothing to contribute to the colony's actual survival, and run a bar charging other survivors for a drink made from their own hard work. In-game economy extends to other settlements, not within your own settlement. The only equivalent is the trading post, a road-side shop for the travelling traders. You could headcanon things however you want (plenty of people do multiple trading post tents to make it look like a little market), but I don't see the need for the game to add shops or reduce the work settlers are able to do, like you suggest.

Class system and taverns are a different story. I think they will eventually add some more entertainment options if you're looking for that lively idea of a tavern with a musician. Things like that could be added to the parameters of the Great Hall, or become a new room type.

Class system ideas have been thrown around and I could kind of see some of them working. Again, I don't think a post-apocalyptic colony of survivors would care very much about pre-apocalyptic social restrictions unless they were super cult-y or something lol, but a role/title system that ADDS job possibilities or bonuses to a settler (instead of subtracting and making them less useful) could be interesting. I've talked about this before, that I see a lot of people wanting a bit more story and fullness, more elements like kings and knights, and I think there could be some way to designate roles like that to your settlers that would influence how they spend their time, what items they can interact with, maybe how other settlers treat them (if the devs ever want to actually, ya know, DO something with the social system that is currently pointless).

I'm just not interested in villagers vs workers. I'm more interested, if a role system gets introduced, in guards, leaders, and maybe entertainers. Then everybody else. But I want everyone to be pulling their weight regardless of their role. I'd like a leader role that we could chose to be a monarch, a religious leader, or some kind of elected position. Something to justify giving one person a nicer room than everyone else lol. Not sure what special job they could do, or if they would just add bonuses to everyone else. There could be an event just like the 'enemy faction wants their escapee back' where an enemy faction wants to kidnap your leader, and you have the option to say, "Meh, we didn't really like them that much. You can keep them and we'll get a new one."

I think that's roughly what I'd expect from a class system in this game. But I'd only really want that on a surface level. At least for the most part. So, titles that the player could give out to the settlers from master bakers upto king and queen, ect. Beyond a few unique perks I don't think these titles should affect game play much though.
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Date Posted: Oct 24, 2023 @ 9:23pm
Posts: 5