- Joined
- Feb 24, 2018
- Messages
- 342
I started working on small side project, an altered melee with custom races, and one of them proved problematic.
The Pirates' (temporary name) economy is based, among other things, on capturing slaves. These slaves can be then worked to death in mines, worked to death in production buildings, sacrificed to terrible sea gods, sold on slave market for some quick buck, broken and turned into cannon fodder soldiers, and maybe even literally used as fodder for cannon target practice, if I decide to rework pirate cannons. Probably not food though. Probably.
The pirates will have to dedicate part of their food supply on Mancatchers, who are subpar combat units, but only ones that can perform the act of enslaving.
And here I run into a few problems:
1) Their enemies include, among other things, savage mindless beastmen and undead. Should I ignore that? Make slavery magical (slaves would then be more like voodoo zombies)? Make it impossible to enslave undead and balance it out in some other way (e.g. whenever a pirate kills an undead, undead has a chance to drop some resources)?
2) When should an enemy be eligible for enslavement and what should be the mechanic? My original thought was when enemy falls to low health, but my map has pretty lethal health/damage ratio, and pirates have cannons which deal AoE damage. Now, that may not be a problem in itself - pirate player would have to learn to control his horde to minimize potential slave casualties. (I have thought about making units that fall to low health in fight with pirates become either invulnerable and stunned, or fall asleep, but that would requre dummy abilities casting spells and that would cause all sorts of problems in massed battles with triggered abilties)
Another thought was long-duration low-chance Bash with custom buff. Then the question is who should have that ability? Every pirate unit? Only melee ones? Only Mancatchers?
3) What should the act of enslaving be like? Base it off Charm? Devour? Polymorph? Rescue mechanic? Something else? Problem with slaves is that they are supposed to be able to freed at the moment, and turning into slaves with Rescue or Charm solution right on the battlefield seems weird in that regard.
Idea that I've just had writing this is for "Slave" unit to spawn at the moment of enslavement and Devour the target (dealing no damage). Enslaved unit would break free if the Slave dies from damage, but not from health degeneration. But I'm not sure that will work. Plus I'm pretty sure I can't load units that carry other units inside them into transports, and pirates would do a lot of that, with transport ships playing a big role in their gameplay. Now, they could abandon / sacrifice their slaves when taking sail, but that seems like a lot of waste.
The Pirates' (temporary name) economy is based, among other things, on capturing slaves. These slaves can be then worked to death in mines, worked to death in production buildings, sacrificed to terrible sea gods, sold on slave market for some quick buck, broken and turned into cannon fodder soldiers, and maybe even literally used as fodder for cannon target practice, if I decide to rework pirate cannons. Probably not food though. Probably.
The pirates will have to dedicate part of their food supply on Mancatchers, who are subpar combat units, but only ones that can perform the act of enslaving.
And here I run into a few problems:
1) Their enemies include, among other things, savage mindless beastmen and undead. Should I ignore that? Make slavery magical (slaves would then be more like voodoo zombies)? Make it impossible to enslave undead and balance it out in some other way (e.g. whenever a pirate kills an undead, undead has a chance to drop some resources)?
2) When should an enemy be eligible for enslavement and what should be the mechanic? My original thought was when enemy falls to low health, but my map has pretty lethal health/damage ratio, and pirates have cannons which deal AoE damage. Now, that may not be a problem in itself - pirate player would have to learn to control his horde to minimize potential slave casualties. (I have thought about making units that fall to low health in fight with pirates become either invulnerable and stunned, or fall asleep, but that would requre dummy abilities casting spells and that would cause all sorts of problems in massed battles with triggered abilties)
Another thought was long-duration low-chance Bash with custom buff. Then the question is who should have that ability? Every pirate unit? Only melee ones? Only Mancatchers?
3) What should the act of enslaving be like? Base it off Charm? Devour? Polymorph? Rescue mechanic? Something else? Problem with slaves is that they are supposed to be able to freed at the moment, and turning into slaves with Rescue or Charm solution right on the battlefield seems weird in that regard.
Idea that I've just had writing this is for "Slave" unit to spawn at the moment of enslavement and Devour the target (dealing no damage). Enslaved unit would break free if the Slave dies from damage, but not from health degeneration. But I'm not sure that will work. Plus I'm pretty sure I can't load units that carry other units inside them into transports, and pirates would do a lot of that, with transport ships playing a big role in their gameplay. Now, they could abandon / sacrifice their slaves when taking sail, but that seems like a lot of waste.