Camp. Let's get a bit.

So each player is going to have their own funky camp yes?

How personalized are we going to be able to make that?

Will I be able to see my minions, or will they just be more of an abstract concept?

If the latter, could we at least have a Character that helps us run the camp? Someone we can put a face to, that has a name. Possibly a collectable that you earn, develop. A 2nd in command, if you will.

Otherwise a camp is a just a spreadsheet, but I want to add some personality to it. And if my 2nd in command is some dude called 'Bruce' that I collected after my 5th battle... and Boom's second in command is some chick called 'Shirley'... I think that's kind of rad.

Bruce would be my buddy, and even though he's mostly useless and a lousy cook, I keep him on because he was my first NPC buddy in the game.

What other fun things would you like to see (in) camped?
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Comments

  • TheWizardTheWizard Posts: 838 Wizard
    edited September 2015
    Now there's some interesting tidbits. Let's discuss...

    Right now, the idea for camp is that it's your base, your home, etc. It will build up over time as you get more awesome in the world. You'll start off with just yourself and your campfire, but over time, your forge, your tavern, your House etc will appear and unlock access into those systems of the game. For example, we have your minions hanging out in the Tavern currently (those rascals), waiting to be deployed on your errands. I'll get into that system, later, so...

    Now let's talk about Bruce. You're suggesting that a bit of personality beyond the "here's this system behind this wall and that system behind that wall" is of much desire, yes? And that there'd be differentiation between yours and your fellow players?
    TheWizard
    I'll SMITE you
  • KjelfalconerKjelfalconer Posts: 99 Adventurer
    I approve of Bruce. Even if he is massively inferior in every way to my own second, Sir Gauis Siegfried Tiberius VII.

    "Now remember kids- If you don't use environmentally friendly technology, a giant technicolour inter-dimensional ghost squid will come down from space and eat everybody."
    TheWizard
  • FinjinimoFinjinimo Posts: 264 Hero
    Yep, something like that.

    Maybe it's as simple as being able to assign special minions (who are collectible) to different buildings.

    So I have my normal stinky minions for doing *stuff*. But I also have the special collectible staff who I can assign to tasks to put a face to the different buildings.

    So I can assign someone to look after my tavern, if he's a good fit I get a slight increase to morale or whatever. If he's just a stop-gap until I can get my hands on Cocktail era Tom Cruise, then maybe no bonus (or a 'fun' penalty).

    I just want to interact with people/npcs instead of a building.

    Maybe the staff come with the building, so I'm really just talking about a fluffier layer on top. It would be cool if they had randomly generated names though, so my crappy cook was really mine yes?

    Do they have stats? I'm not sure, do the buildings have an affect on stats etc, or are they about expanding gameplay? (eg, can't hire minions till you build a tavern etc).

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    Emyr
  • FinjinimoFinjinimo Posts: 264 Hero
    edited September 2015
    I think it's about adding a personal touch and individualisation to the camp management. So I'm not just clicking on a tavern and allocating a number of minions to work there or whatever.

    The face of my camp, my 2nd in command, my huscarl... they don't follow me into battle, they chill in my camp and leave me safe in the knowledge that they'll hold the fort till I get back from my mad rad adventure time.

    Yours is named Lydia, is your sword and shield, sworn to carry your burdens.

    Mine is named Actual Cannibal Shia LaBeouf, follows me about 30ft back, cooks a mean curry.

    I imagine yours would be quite dull, constantly telling you the same thing over and over.

    Mine would have a mad gleam in his eye and everyone would be suspicious of the contents of that stew he's making. Sometimes entertains us with a ballet routine.

    And I think that would probably be it, I would imagine all that from the randomly generated name and portrait.

    It allows us all to be a bit more unique, rather all having the same management interface.

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    Emyr
  • KjelfalconerKjelfalconer Posts: 99 Adventurer
    Does your also come with curtain dancers and Citizen Kane references as standard?

    ...god I love that video. Best thing on the internet.
    "Now remember kids- If you don't use environmentally friendly technology, a giant technicolour inter-dimensional ghost squid will come down from space and eat everybody."
  • DrakytheDrakythe Posts: 204 mod
    I like the idea of a bit of customization, even if it somewhat random, like misc names for the Innkeep, Blackmith, etc. Has anyone here ever played Final Fantasy: My Life as a King? It was an excellent little downloadable game exclusively for Wii. In it you were a little child king who had a couple of advisors and the aiblity to magically summon buildings. You camped out in walled off empty city and slowly summoned buildings into existence. One of those building types was houses, which then spawned people who could be paid to be trained an equipped as adventurers. Each person was randomly named, they had some stats, so occasionally when you were running low on cash you might prefer Jenny over James, since she had more health and Int, and you really needed a hero with those stats. 

    Then each day you assigned your heroes tasks, and they went off and attempted to complete them, all without your interference. I think something like that might be a rad little influence on our camps, if we could have assistants who we could set about performing a daily task that might give us a small boost (+2% gold income for the day from X tasks, +5% increased chance of successful Y task for 12 hours, etc).

    That might be a little ambitious though, so I'd honestly settle for having my camp run by Bob, Erika, and Frank who stumbled into my camp or I rescued on some mission, while Finji got Cannibal, Luke, and that other guy we don't mention. (Random names are all good, but I wouldn't object to customized names).
  • BoomvangBoomvang Posts: 40 Adventurer
    Finji...how the hell do you know Shirley already? I told her to stay at camp!
  • FinjinimoFinjinimo Posts: 264 Hero
    edited September 2015
    Shirley gets around, yo!

    Also, what Draky said. That's pretty much it.

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  • FinjinimoFinjinimo Posts: 264 Hero
    There is also something like this from Shadow of the Horned Rat (circa 1995).

    This dude was your book-keeper/accountant. He followed you from battle to battle, but was mostly there to help run your camp.

    Every decision you made in that regard, was done by clicking on his books. It was kind of cool -- every time I had to hire new soldiers I felt really bad because this guy was glaring at me, not just for the loss of life but also because of how much money it cost to do everything. 

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    Emyr
  • TheWizardTheWizard Posts: 838 Wizard
    Drakythe said:

    Then each day you assigned your heroes tasks, and they went off and attempted to complete them, all without your interference. I think something like that might be a rad little influence on our camps, if we could have assistants who we could set about performing a daily task that might give us a small boost (+2% gold income for the day from X tasks, +5% increased chance of successful Y task for 12 hours, etc).

    This is pretty close to what we have planned for your Minions. The concept is to build your cadre of minions up over time (you'll get one-ish earlyish as we reveal the system to you) and send them off on missions of daring-do. But you don't interfere. Your Paragon's job is to kick arse.

    BUT, we haven't talked about it being more along the lines of mundane tasks. This is an interesting add, @Drakythe

    TheWizard
    I'll SMITE you
  • TheWizardTheWizard Posts: 838 Wizard
    @Finjinimo, so you're saying you want a Camp Curmudgeon?
    TheWizard
    I'll SMITE you
  • FinjinimoFinjinimo Posts: 264 Hero
    I suspect in my camp I will be the curmudgeon, but shouldn't all camps have the opportunity of one?

    So are minions just numbers, or will they have random names? If the later, then that's probably enough for my imagination to do the rest as is.

    Do they have basic stats?

    I'd still like to be able to put a face to whomever I leave in charge of my camp whilst I'm out shopping for shoes and tight pants or whatever, but little funky minion names could be enough.


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  • whackapplewhackapple Posts: 14 Adventurer
    Majesty is fun. Hire heroes and watch them fight monsters and die!
  • docgeodocgeo Posts: 45 Adventurer
    I remember shadow of the horned rat! First game I bought after my wife and I got our first computer.  Glitchy as hell. Lol!
    i would love the ability to customize the names.  At least for henchmen like characters.  Random generated NPCs could be humorous.

    doc
    "Come on in stranger and have a drink....mind your boots on the floor"
  • DrakytheDrakythe Posts: 204 mod
    Majesty is fun. Hire heroes and watch them fight monsters and die!
    Majesty was such a fun little gem of a game. I really wish someone would make a modern version of it and really focus on the AI (Majesty 2 was alright, but it failed to capture a lot of the magic of Majesty). The ability to entice adventurers by placing bounties, but with no direct control, was pretty fantastic.
  • TheWizardTheWizard Posts: 838 Wizard
    Finjinimo said:
    So are minions just numbers, or will they have random names? If the later, then that's probably enough for my imagination to do the rest as is.

    They will definitely have names-- whether or not you name them or they're rooted in fiction is something we haven't figured out yet (I'll share the initial narrative system design soon).

    Do they have basic stats?

    Yes, and you can do some light development on them, though we're in the middle of design on that, so suggestions are welcome and encouraged. This thread already has us talking...


    TheWizard
    I'll SMITE you
  • EmyrEmyr Posts: 12 Mendicant
    I like the idea of followers on in a camp, similar to old military hangers on. So they attach themselves to you because of what you have acheived or even because of who else is currently one of your minion,etc Llyr's (My steward) brother Peredyr has just come of age and wants to follow in his brothers footsteps.

    Really like how this thread is reading, the individualisation of minions is exciting
    Zmada
  • drglorydrglory Posts: 32 Adventurer
    I enjoy the idea of managing your minions. I have always wished there were more variety in this sort of systems in other games. I would love to see a tree advancement path that would allow you to customize more and give somewhat more of a unique experience from one person to another.

    This over say WoW's garrisons or SWTOR's companion system, where everyone has roughly the same setup with no difference in the end result.
  • TheWizardTheWizard Posts: 838 Wizard
    drglory said:
    I enjoy the idea of managing your minions. I have always wished there were more variety in this sort of systems in other games. I would love to see a tree advancement path that would allow you to customize more and give somewhat more of a unique experience from one person to another.

    This over say WoW's garrisons or SWTOR's companion system, where everyone has roughly the same setup with no difference in the end result.

    Right, so to your variety point, what are some things you'd like to see to give it that? You mentioned a tree'd path for choices-- what about minion dev/stat choices, reward choices or mid-mission choices? <-- not promising this stuff, just getting your thoughts since we're at the design proposal stage of this feature.
    TheWizard
    I'll SMITE you
  • drglorydrglory Posts: 32 Adventurer
    TheWizard said:
    drglory said:
    I enjoy the idea of managing your minions. I have always wished there were more variety in this sort of systems in other games. I would love to see a tree advancement path that would allow you to customize more and give somewhat more of a unique experience from one person to another.

    This over say WoW's garrisons or SWTOR's companion system, where everyone has roughly the same setup with no difference in the end result.

    Right, so to your variety point, what are some things you'd like to see to give it that? You mentioned a tree'd path for choices-- what about minion dev/stat choices, reward choices or mid-mission choices? <-- not promising this stuff, just getting your thoughts since we're at the design proposal stage of this feature.
    Naturally this early no one knows what you are planning.

    Roughly, here is what I was thinking.

    You start with your campfire. Then gather a few followers and you have a choice of what you want to focus on, Farm or hunting camp. Farms seem more stable and would lead to towns. Hunting camps would lean to militaristic pirsuits. Towns would have rouges, police force,  politicians, and militia. Military camp would have soldiers, Rangers, treasure hunters and the like.

    I think a mix of randomality and choice is good. Diablo, Fate, and other games of that nature have a wonderfully random nature that makes you want to keep trying until you get it perfect.

    for minion stat choices, I like the idea from fallout shelter that you do not have enough room to fit everyone into your camp. You have to chose at the start if a minion will help or hurt. I would say that there is room for a mix of story based minions and random ones.

    Midmission choices. What about minion motives instead? Sending a minion who does not mind killing children with a pure guardian of all that is right could end in hilarity, or blood. Mostly blood. Perhaps even sending minions to the same region (one to search for shells on the beach, and another to kill crabs) could result in collaboration and a faster mission (or slower) for both minions, depending on their moral and motivational compatibly.
  • FinjinimoFinjinimo Posts: 264 Hero
    On Variety: Beards. I wanna give all my minions beards and or grandiose mustaches. My bodyguard Barbara the Perfectly Adequate can totally rock an awesome stach while she kicks your butt-butt.
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  • DarggieDarggie Posts: 125 Adventurer
    I like the idea of every minion being very basic or average at everything. 

    Then these minions can improve by "leveling up" and setting points in skills that start making them good at specific jobs. They could also just naturally get better (to a point) by just doing the job. Events or random interactions can cause improvements as well. 

    To put an example to this. You have a minion who needs to be assigned to a job. The jobs avaliable for him are Scouting, Training, commanding, researching. 

    Because he is a new recruit he has 5/100 in all of his stats. 

    So you want this guy to be a commander. Maybe he's your second in command, helping organizing things and giving orders while you are away.

    If you leveled him to max level and choose specific skills/talents for him. His skill would eventually reach 100/100. 

    Then, if he had been doing the job for a while, he might get a 5% bonus. Maybe after a week. (Which could continue to go up for a specific amount of bonuses. Maybe 7% after a month. 10% after 3 months. Ect. To a limited point.

    Finally, random events can happen, maybe your camp experienced a fire. If your minion handles the situation well (based on his stats and other situations) he might get a talent. Calm under fire. Which gives his a 1% bonus to commanding. 

    OR something like that. That's just an example, with very limited jobs in the camp. But I thought it got the point across.

    They call me the Crier. No, I don't cry a lot. I deliver news you uncouth barbarian.
    Drakythe
  • DrakytheDrakythe Posts: 204 mod
    @Finjinimo I sense a coming storm between the bearded and the beardless. A natural rivalry, if ever there was one.

    @Darggie I really like the idea of minions becoming specialized to perform jobs based on the jobs you give them. Its sort of natural in an RPG that you specialize characters, but without directly controlling stats specializing through practice makes a lot of sense. (And depending on how many minions we get, and how many stat points those minions receive, an indirect control specialization would be nice because sometimes it can become overwhelming to manage that many characters) 
  • TheWizardTheWizard Posts: 838 Wizard
    Finjinimo said:
    On Variety: Beards. I wanna give all my minions beards and or grandiose mustaches. My bodyguard Barbara the Perfectly Adequate can totally rock an awesome stach while she kicks your butt-butt.
    In a coincidence (or is it your blinding insight?), there actually IS a beard exploration going on...
    TheWizard
    I'll SMITE you
  • TheWizardTheWizard Posts: 838 Wizard
    @Darggie, yes interesting ideas there-- the concepting to date has been around sending your minions out into the world to take care of the mission-y whatnot, but there's no reason that their skills can't be used in camp. @SingmeAsong and I will certainly be discussing that...
    TheWizard
    I'll SMITE you
  • XeruXeru Posts: 93 Adventurer
    Camp thoughts, perhaps they should branch out more economically as well with the minions.

    Let's have them manage shops, act as trainers, go searching for treasures, accepting missions, conquering new lands, mining resources.

    Perhaps we can turn the minions into a entirely new game within a game even that interact and compete/alliance with other peoples camps. Say Bob's camp is in alliance with Jim's camp cause Jim's camp has access to Silver, but then Dan's Camp comes along and offers Silver and Gold for Bob's Copper to betray Jim's Camp cause Jim has Horses and Jim is next to Dan. and etc etc.

    Basically, turn the Camps into a truncatated mini, Civ function potentially. Ambitious perhaps, but cool still.
  • EmyrEmyr Posts: 12 Mendicant
    I don't know but this may be moving away from the initial idea for the game here. I like the idea of independently growing minions, but they shouldn't take over from the main game.

  • TheWizardTheWizard Posts: 838 Wizard
    Agreed, @Emyr, but I don't want to quash the thinking either. So to your point, at its base, yes-- the minion system is a way for the game to continue on while you're not playing (e.g., Minions will take some time to complete their tasks), but at the end of the day, the idea is for them to benefit your Character. So their tasks will be chosen by the player, but what those are and how those Minions change over time is what we're working through.

    As we nail down details, I'll post, but we're interested in this discussion as everyone throws ideas in. No promises on use, but we not only appreciate the discussion, we want to have it throughout development. This will be an ever-evolving game design... 
    TheWizard
    I'll SMITE you
  • helpicantflyhelpicantfly Posts: 111 Adventurer
    i like the idea that when you send out the minions on tasks the more they do the same task the better they get at the said task like in life if you specialize in farming you wouldn't necessarily be any good at sailing.
    so will the second be already a good allronder or will i need to train educate them or will they grow with experince ?
     .so will your second be able to issue tasks to minions when they finish or will they wait until i return to set them to work ?
    could i leave instructions for said second like alist of what i want done if i'm not around?
    Touch my food, feel my Fork.
  • XeruXeru Posts: 93 Adventurer
    Maybe it does take away but, I've always come from the school of thought of RPGs that, more customization and depth of character and character domain gives you more of a feel of a true player in the game, and when you make small or big developments in those zones, they influence your character as well.

    Suikoden as an Example. Game series known for the use of city and shop building. You'd have your support characters build shops, you'd put money into these shops and potentially, they'd get better items for yourself. As well, they'd give you a weekly cut of their profits of what others bought from them. Full on City building might be stretching it, but the conceptualization of having the minions being your Serfs, and your kingdom being a Serfdom of sorts, I think has a wealth of potential

    Especially when you fuse the idea of them claiming territory and creating potential territory alliances and wars for specific resources or primary locations.

    What one says takes away from the game, I feel adds to the game, because you could also have battles based on these fueds.

    "Behold, Jim and Bob are about to go at it, those two hate each other ever since Jim stole Bob's horses."

    or w/e.

    I just love the level of element in character domain customization of making it your domain vs making it only your point and click chore zone.
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