Captain preview

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Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Captain preview

#16 Post by Frumple »

But yeek slaver would mean no halfling slaver :(

Or maybe they could both have access to the slaver class. That'd work, too. Midget slavers of Maj'Eyal unite! Or at least violently murder each other a massive pile of vicious hilarity.

hamrkveldulfr
Halfling
Posts: 84
Joined: Wed Apr 13, 2011 6:43 pm

Re: Captain preview

#17 Post by hamrkveldulfr »

...well... there are already enthralled slaves in one section of the game

Flare
Higher
Posts: 53
Joined: Thu Mar 17, 2011 10:47 pm

Re: Captain preview

#18 Post by Flare »

Hey, it's another update!

Highlights:
- updated to b31
- Captains now start with a follower
- Yeek tavern removed
- Some talents adjusted
- minions are a bit stronger, and no longer get those annoying blinding sun infusions

Edit - If you downloaded the file already, try again now.
Attachments
captain_mod.zip
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Last edited by Flare on Sat Aug 13, 2011 3:17 am, edited 1 time in total.

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: Captain preview

#19 Post by catwhowalksbyhimself »

Tried it out. Like what I see so far. A lot in fact.

Only thing is, the tavern seems to be broken. All I get is a block square and entering it spits out lua errors.

Also is there any reason why you chose to make the taverns an enterable zone instead of just a store? That's the way I would have gone.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

Flare
Higher
Posts: 53
Joined: Thu Mar 17, 2011 10:47 pm

Re: Captain preview

#20 Post by Flare »

Whoops, misplaced a folder at the last moment. Sorry about that.
catwhowalksbyhimself wrote: Also is there any reason why you chose to make the taverns an enterable zone instead of just a store? That's the way I would have gone.
Why make just a store, when I could make taverns an enterable zone? Though actually I just didn't think of it. I might be able to put taverns in the towns. They'd have to get angry if you tick off the rest of the town, and maybe close down during special events like the Derth storm.

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: Captain preview

#21 Post by catwhowalksbyhimself »

Maybe actually do both. Keep your tavern, but have a few in towns as well.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

shooth
Halfling
Posts: 108
Joined: Mon Feb 07, 2011 3:42 pm
Location: Intarwebs

Re: Captain preview

#22 Post by shooth »

Has this been updated for b31 by any chance?
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catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: Captain preview

#23 Post by catwhowalksbyhimself »

Look up 4 posts.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: Captain preview

#24 Post by Aquillion »

darkgod wrote:Yeah in the Way every yeek is equal, their minds merge into a "meta consciousness" which tells every yeek what to do, which they agree to since they are part of this meta mind. No yeek captains :)
But maybe someday a Yeek Slaver class would be fun :)
Yeek could command non-Yeeks, though, right?

It seems more like Yeeks should be able to be captains (since a Yeek could be driven by the Way to seek out non-Wayists and lead them to do what the Way requires), but Yeeks should never be NPCs recruitable by captains. A Yeek captain would be a Yeek driven by the way to go out and accomplish something by hiring non-Wayists to do the dirty work for him (and to take risks without the risk of damaging the Way by using a Wayist); nothing about the Way seems to forbid that.

Granted, this would still mean no tavern in Rel, because there wouldn't be anyone there to recruit... which would in turn make Yeek captains almost impossible to start. But it makes intuitive sense to me that a Yeek could be a weird, creepy mercenary-captain leader like Armitage from Neuromancer, who never explains what he's doing or why to any of the people he hires, and who is ultimately just using them according to what the higher consciousness he's linked into tells him to do.
Flare wrote:
Also it would make sense to have higher leveled Hires cost more, for 21 gold i got three hires that were all two levels above me,
Good idea. I'll add a bit of cost scaling (although if you're hiring level 4 characters, it'll still be cheap).
I would be very, very careful about this (honestly, I'd just recommend not doing it.) Here's why:

Keeping NPCs alive is annoying. Players hate having to worry about NPC deaths, in general. Look at the hate for the suicidal escorts in Escort quests, say. Alchemists get around this by having very low costs to revive your golem; summoners get around this by having expendable summons.

For Captains, it should be the same way. Having to go all the way back to a tavern to get a new one is already a huge and painful thing to have to do for something that (sometimes, inevitably) is just going to happen because the AI isn't smart enough to understand the player's strategy. Because of this, I suggest making recruitment gold costs nominal. (And, somewhere in their tree, giving Captains a "don't you die on me!" revive talent, though possibly in a locked tree.)

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