Post by countzero on Oct 21, 2010 12:01:40 GMT -5
I know, what i am suggesting in the following post is a drastic change game mechanic wise and would require some work on the already done parts of the game. But it could give on the long run a lot more flexibility.
So i thought i would write it here, that you can at least think about this. The post is going to be pretty long, as i try to explain why i suggest this, so please bear with me.
Right now the girl's skills work similar to the skills in the Slave Maker game. For every possible action, you have one skill. This has the big drawback, that you need to add a new skill for almost every action you add. This can clutter up the stat screen pretty fast.
Instead i suggest to think about a system that uses around 6 attributes (like Strength, Endurance, Intelligence,...) and more general skills (like sex, music, art,...). And combine this two values to check, how good the slave is in a special action.
If she composes a piece of music, you would use music and intelligence, if she is playing a violin, music and dexterity, if dancing, music and agility, ...
This would make for 6 Attributes and 10 skills, 60 different possible combinations, so you could add some exotic actions (like the above mentioned composing), without cluttering the skill list, with almost useless skills.
The formula for combining this stats would look something like this:
needed value = (Attribute+a*Skill)/(a+1)
a would be the importance of the skill in comparison to the attribute (2 means the skill is twice as important as the attribute, 0.5 means half as important,...)
And the division is to keep the value in the same numerical range as the girl's stats, if her attributes and skills are between 0 and 100, this value will also be between 0 and 100.
For example:
We now compare how good two girls would be in a gang-bang. One is a warrior with little sexual experience (endurance= 90, sex= 10), and a concubine which isn't used to much hard labor (Endurance= 10, Sex= 90)
The skill needed, would be sex, the most important attribute, would be endurance (they need to pleasure many men, and it will take a longer time, then just one, so they need stamina)
In a generic case, let us say that endurance and sex skills are of equal importance. In this case you could just use the average value as the gang-bang value:
(Endurance+Sex)/2
In this case both girls have a gang-bang value of 50, the concubine is sexually more experienced, but the warrior's fitness helps her to keep going.
Now we take a closer look at the men, that are involved.
First let them be a horde of drunk savages, that are showing off their virility to each other. They don't want to look weak in the eyes of the others and have no real interest in finer pleasures. So the sex skill is, let's say, only half as important as the slave's endurance.
So the gang-bang value (drunken savages) would be calculated like this:
(Endurance+0.5*Sex)/1.5
So the warrior would get 64 points and the concubine with her 40 points, wouldn't please the savages as much as the warrior.
But if the men would be some rich merchants, they would have on the one hand higher standards for their entertainment, and on the other hand wouldn't be as forceful as the savages. So the sex skill is this time twice as important as the endurance, changing the calculation to this:
(Endurance+2*Sex)/3
So the warrior's gang-bang value (rich merchants) would be 40 and this time the concubine would have 64 points.
This gives more flexibility for creating more content, as you don't need as much different skills in the slave's stat screen and you can distinguish between actions, that are quite similar, like in my example above the gang-bang with savages and the gang-bang with rich merchants, just by changing one variable.
I hope i made it partly clear, that such a system could enable pretty complex stories and game play elements, while the game mechanics that are working in the background are still quite simple, just one variable, and two values from the slave's stat screen are needed.
So i thought i would write it here, that you can at least think about this. The post is going to be pretty long, as i try to explain why i suggest this, so please bear with me.
Right now the girl's skills work similar to the skills in the Slave Maker game. For every possible action, you have one skill. This has the big drawback, that you need to add a new skill for almost every action you add. This can clutter up the stat screen pretty fast.
Instead i suggest to think about a system that uses around 6 attributes (like Strength, Endurance, Intelligence,...) and more general skills (like sex, music, art,...). And combine this two values to check, how good the slave is in a special action.
If she composes a piece of music, you would use music and intelligence, if she is playing a violin, music and dexterity, if dancing, music and agility, ...
This would make for 6 Attributes and 10 skills, 60 different possible combinations, so you could add some exotic actions (like the above mentioned composing), without cluttering the skill list, with almost useless skills.
The formula for combining this stats would look something like this:
needed value = (Attribute+a*Skill)/(a+1)
a would be the importance of the skill in comparison to the attribute (2 means the skill is twice as important as the attribute, 0.5 means half as important,...)
And the division is to keep the value in the same numerical range as the girl's stats, if her attributes and skills are between 0 and 100, this value will also be between 0 and 100.
For example:
We now compare how good two girls would be in a gang-bang. One is a warrior with little sexual experience (endurance= 90, sex= 10), and a concubine which isn't used to much hard labor (Endurance= 10, Sex= 90)
The skill needed, would be sex, the most important attribute, would be endurance (they need to pleasure many men, and it will take a longer time, then just one, so they need stamina)
In a generic case, let us say that endurance and sex skills are of equal importance. In this case you could just use the average value as the gang-bang value:
(Endurance+Sex)/2
In this case both girls have a gang-bang value of 50, the concubine is sexually more experienced, but the warrior's fitness helps her to keep going.
Now we take a closer look at the men, that are involved.
First let them be a horde of drunk savages, that are showing off their virility to each other. They don't want to look weak in the eyes of the others and have no real interest in finer pleasures. So the sex skill is, let's say, only half as important as the slave's endurance.
So the gang-bang value (drunken savages) would be calculated like this:
(Endurance+0.5*Sex)/1.5
So the warrior would get 64 points and the concubine with her 40 points, wouldn't please the savages as much as the warrior.
But if the men would be some rich merchants, they would have on the one hand higher standards for their entertainment, and on the other hand wouldn't be as forceful as the savages. So the sex skill is this time twice as important as the endurance, changing the calculation to this:
(Endurance+2*Sex)/3
So the warrior's gang-bang value (rich merchants) would be 40 and this time the concubine would have 64 points.
This gives more flexibility for creating more content, as you don't need as much different skills in the slave's stat screen and you can distinguish between actions, that are quite similar, like in my example above the gang-bang with savages and the gang-bang with rich merchants, just by changing one variable.
I hope i made it partly clear, that such a system could enable pretty complex stories and game play elements, while the game mechanics that are working in the background are still quite simple, just one variable, and two values from the slave's stat screen are needed.