Going Medieval

Going Medieval

View Stats:
Harberto Dec 27, 2021 @ 5:51pm
Prisoners of battle
- Description:

The concept of benefit from a battle may have other than good loot, the prisoners.

What will be sought in this idea is to implement tactics, so that the player can capture enemies and take advantage of the strategic concept, in a more meaningful and useful way.

The capture system should mainly try to cheat with some conditions for success, so that the player can do it with ingenuity in his battles.


- Capture traps:

Steel trap (current)

Plugged hole (false terrain)

Mud hole (retention ground)

Capture net (detonating system)


- Requirements:

The capture mechanics need special conditions to be efficient, in addition to winning the battle.


1: Applying the same settler status system (unconscious probability), after losing all hp (life)

2: When enemies are inside an activated trap, there is a higher probability of being unconscious in it after losing hp,

3: Stepping on a capture trap in critical state (10-15% hp) further increases the chance of being knocked unconscious in it.

4: The player must completely exterminate the remaining enemies, in order to collect them. (The remaining AI could take them and disappear or they could automatically lose the unconscious state and leave the place.

Based on these balancing conditions, it shouldn't be easy.


Jail:

Once captured (unconscious), after the battle these will be loaded and deposited in an established area, for their deposit.

They could be tied, shackled, or caged, depending on the technology.

Prisoners may need food, drink, clothing (seasonal) care, and wound treatment like any settler.

The conversion event might be necessary under these conditions, if you take good care of it and survive the incarceration period.

The event can end in several ways, without triggers, a specific time course or following the classic game system, after survival, the player could have 2 options.

Option 1> request a ransom in resources, for each of them (1000x1 + specific resource)

Option 2> Integrate them as colonists.


_____________________________________________


Prisioneros de batalla (spanish version)


- Descripción:

El concepto de beneficio de una batalla, puede tener otras aparte de un buen botín, los prisioneros.

Lo que se buscara en esta idea, es implementar tácticas, para que el jugador pueda capturar enemigos y aprovechar el concepto estratégico, de manera mas significativa y útil.

El sistema de captura, principalmente debería tratar de trampas con algunas condiciones para el éxito, de forma que el jugador, pueda realizar-lo con ingenio, en sus batallas


- Trampas de captura:

Trampa de acero (actual)

Hoyo tapado (terreno falso)

Hoyo de barro (terreno de retención)

Red de captura (sistema detonante)


- Requisitos:

La mecánica de captura, necesita condiciones especiales, para que sean eficientes, ademas de ganar la batalla.


1: Aplicando el mismo sistema de estado de colonos (probabilidad inconsciente), tras perder todo el hp (vida)

2: Cuando los enemigos, están dentro de una trampa activada, hay una probabilidad mas alta de quedar inconsciente en ella tras perder el hp,

3: Pisan una trampa de captura en estado critico (10-15%hp) aumenta mas la posibilidad de quedar inconsciente en ella.

4: El jugador debe exterminar por completo los enemigos restantes, para poder recogerlos. (la IA restante podría llevárselos y desaparecer o podrían automáticamente, perder el estado inconsciente y marcharse del lugar.

En base a estas condiciones de balance, no debería ser algo fácil.


Cárcel:

Una vez capturados (inconscientes), tras la batalla estos serán cargados y depositados en una zona establecida, para su deposito.

Podrían estar atados, con grilletes o enjaulados, dependiendo de la tecnología.

Los prisioneros podrían necesitar un cuidado en comida, bebida, ropa (estacional) y tratado de heridas como cualquier colono.

El evento de conversión podría ser necesario en estas condiciones, si lo cuidad lo bastante bien y sobrevive al periodo de encarcelamiento.

El evento puede concluir de varias formas, sin detonantes, transcurso de tiempo especifico o siguiendo el sistema clásico del juego, tras la supervivencia, el jugador podría tener 2 opciones.

Opción 1> pedir un rescate en recursos, por cada uno de ellos (1000x1+ recurso especifico)

Opción 2> Integrarlos como colonos.
< >
Showing 1-6 of 6 comments
viniizn Dec 27, 2021 @ 5:59pm 
é7
墨武哥德 Jan 5, 2022 @ 3:44am 
+1
asrussell96 Jan 5, 2022 @ 1:22pm 
+1 love the idea....may I suggest you post this in the discord
Wantoomany Jan 5, 2022 @ 2:53pm 
Originally posted by asrussell96:
+1 love the idea....may I suggest you post this in the discord

Why? It's already on the roadnap.
Harberto Jan 5, 2022 @ 5:16pm 
Originally posted by asrussell96:
+1 love the idea....may I suggest you post this in the discord

Another user recommended it to me, at first I was not very clear, for some reasons, but after entering I observed some things and repeated some ideas that were already in discord, so i was already thinking about doing it, thank you.
Harberto Jan 5, 2022 @ 5:54pm 
Originally posted by Wantoomany:
Why? It's already on the roadnap.

I am new to EA sites and I do not know much English (to be able to identify common words), so I did not know about this

https://store.steampowered.com/news/app/1029780/view/2994310404308243841 (thanks naming it)
< >
Showing 1-6 of 6 comments
Per page: 1530 50

Date Posted: Dec 27, 2021 @ 5:51pm
Posts: 6