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Strive for Power

Fantasy Slave Management/RPG Erotic Game · By Strive4Power

[Suggestion] About Attr Points

A topic by harryholliday created Aug 23, 2019 Views: 454 Replies: 7
Viewing posts 1 to 6

Hi, I noticed that when slave's obedience is low, you can't assign them to combat group. Is it possible to apply this to attr points (AP), therefore player have to train them first before they can manipulate the slave's AP?

The reason is, player can quickly accumulate mansion upgrade points (MUP) by harvesting AP from freshly captured slaves before selling them (that's what I did anyway.). It kinda defeat the purpose of the MUP reward from selling a well trained slave.

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On another matter, it seems I couldn't earn anything  from my farm. Checking the sell production for gold when releasing the slaves didn't do anything.

The obedience requirement is an alright idea, it would limit the amount of MUP gained per day from capturing fresh slaves.  Though I'm not fond of the MUP system, as it adds an arbitrary mechanic to the game that has no grounding or presence in the game world.  I feel that there should be a better system for encouraging players to capture slaves.

I'm a little confused about your problem with "sell production for gold".  This option only has effect when enabled with the slave in the farm at the end of the day with a farm manager assigned.  Slaves in the farm produce either food or good depending on the option.  Releasing the slave from the farm would guarantee that it did nothing.

Ah i see, thx for clearing that up. I thought that to sell the product you have to release them. My bad.

Harry i dont think forcing player to "train" slaves without combat and ingame training function is right idea
Upgrade points from harvested slaves is a bit too strong, but i kind of need this points to upgrade anything, complete rebalance of Upgrade points could be good solution (made some upgrades dont eat AP at all and give AP only for selling obedient slaves/doing quests) i dont need changes here

You need FARM MENAGER (special job for slave) to made farm works

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What I mean is, before player can spend slave's AP for MUP, they have to get the minimum obedience first. Without it, it's just too easy to get MUP. Like in my first game, I have a bunch of MUP without having to sell a single well-trained slave.

Imo your suggestion makes sense. I think it would be still too easy, though: once you buy the alchemy room and unlock the right spells, you can make a slave obedient the same day you have captured her (or the day after, if you just rape her).

I would add an additional constraint: she must have lived with you a whole week at least (metrics.ownership >= 7 . Or metrics.ownership - metrics.jail >= 7 if you do not count the days spent in prison).

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Ohh, by train you mean Obedience, thats actually solid point and pretty nice idea
if slave obedience => 60 allow player to exchange atri points into MUP

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I agree that MUP is kind of broken in its current form.  But I can't say that I like this idea as a suggestion to improve it.

My general play style of the game is that I'm only interested in training slaves that I want to keep.  I have no interest in spending my time training unwanted slaves simply so that I can steal their AP and convert them into MUP and then sell the slave.  Or, as is more likely, simply have a bunch of unwanted slaves lingering for ages in my jail or my mansion while wearing handcuffs as I completely ignore them until the game allows me to steal their AP.

For me, the ability to steal AP from every beaten bandit on the road and convert them to MUP (and thus basically erase the MUP system from the game) is the only thing that makes the MUP system bearable in its current format.  If a player wants to gain slaves, train them, and put them all to work earning food and gold and maintaining the mansion, that player would never be allowed to upgrade their mansion at all (Not totally true. One can sell slaves to Sebastian/Umbra and get MUP based on the slave's grade, which I had to do before AP -> MUP existed or before I found it.  But that equates to so few points and such a relationship penalty that it takes forever to manage enough MUP for even a single, simple upgrade.).

I can understand the desire to make the MUP system more meaningful and more integrated into the game.  But if the MUP system is to have its primary source dry up, new ways of obtaining them need to be opened up (something that does not force players into a single style of play, because upgrading the mansion isn't an "optional" add-on.).