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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Suggestions

A topic by ElPresidente created Nov 19, 2019 Views: 613 Replies: 8
Viewing posts 1 to 9
(2 edits)

Hello Maverik. Loved Strive 1 and modded it a lot. MY advice is to take a look at ARCIS and add similar things.

Also:

- Many actions should be available regarless of willingness. Like Tribbing - easy to do even with an unwilling slave.

Adding a cowgirl position - riding a slave with a penis - again, easy if you time him/her up. You could simply use level of coercion to determine what is available - the harder you press the more stress, but the more is available. If you have them tied and with a knife under their throat, then any action is a go, even if both are unwilling.

- proper item weights. Weight affecting slaves . Different modes of movement. For example - slaves with wings have a movement type of FLYING and get a speed bonus depending on encumbrance. So their body size, wing size and armor /weapon equipped would determine their speed bonus.

- individual sexual skills. How good a slave is at doing certain actions and how much they like them

- expanded daily events and slave-slave interaction with different outcomes depending on slave personality/fetishes. For example, the theft event from Strive 1? A perverse slave might want sexual compensation. A sadist might want to spank the thief. Etc...

- tracking of cum output values (indirectly tied to ball size, can be enhanced with magic without making balls bigger), penile virginity.

EDITED:

- add linen production to farm. Leather armor is a joke that was rarely used in the middle ages. Gambesons are where it's at. Cheap, common and effective armor.

A job tab that list all slaves and job would be nice. UI needs work.

Thanks for the suggestions. I've had some of those ideas on the mind. But I generally against overburdening gameplay details.

The bonuses for different races could use more varriance. Some possibilities:

SERAPH - nurturing jobs more effective (milking, cooking, nurse)? Bonus healing with healing magic?

DRAGONKIN - natural 1 armor (those scales on the skin aren't just for show)? Firebreathing?

SLIME - natural regeneration? Fire resistance? Ice vulnerability? HP boost (to simulate how hard they are to wound) I noticed you have magic damage types, perhaps weapon damage type (more than one, best applies - sword would have pierce and slash for example).


In terms of sizes and races, right now there doesn't seem to be any limits like there was in Strive 1 (fairies were small, so low max STR and END). In that sense, I find your new system kinda lacking. First, have a big size range, from tiny (fairy-sized) to huge () and have each race have a min and max size value inside that range.

Also have a body types, going from thin, lean, chubby, muscular. Perhaps break into into fat/weight and muscle?

If those have tangible effects in terms of stats/performance, and with every race having a range that applies to them (size, can NOT go outside bounds), or gravitate towards (body type.. or fat/muscle)  then the races balance themselves out without stating every race precisely.


OR, you can go back to maximums dependant on race. Or some other solution.


As far as UI goes, I'll give it a thought, maybe whip up some mockup.

Small addendum - Strive 1 had futa with/without balls option.  I suggest you handle both kinds the same - given them both balls, just alter or hide the description for balls ones, since balless actually means scrotumless. Even Strive 1 mentions they have internal balls. Will also cause less issues with future modders.

The UI definitely has issues with too much clicks. I can already see some easy fixes. will elaborate more later.

OK,  having played some more, I like some of the changes, like the classes.

Not sold on equipment limitations based on class (better to have penalite/bonuses instead), but it you plan on keeping it, diversify. So far only the Knight class can use heavy armor and it's basically a paladin. So only one advanced class can use heavy armor? Diversify. Fighter -> Soldier/Knight/Paladin, etc..


The timer is a weird mechanic, but it's growing on me. However, having to constantly babysit obedience and fear is terrible. Unless there's a way to automate it, it will become terrible with more slaves.

(1 edit)


Something like this for slave managment tab. Gear should be outsite of a specific character, easier to equip multiple people. The tab itself should list all relevant info - seeing what everyone is assigned to and what they re good at a glance. Or perhaps, looks at Rimworlds work tab.

The slave tab itself - the large portrait is just in the way - you have to close the individual screen on the X before you cna select another slave. By removing hte big portrait, you can have the slave list on the other side and switch between slaves more easily.

Another alternative would be to have the slave inventory there. Or heck, an option to switch between slave list (for quick slave switching), gear (more info) or big slave image

You can hide the slave portrait with the slider at the top right. A better slave management screen would be great though.

(2 edits)

Stone full plate? Some items don't make sense unless you restrict materials.

After playing a bit more I am more convinced that giving classes bonuses/penalites rather than strict equipment blocking would be better. I don't have to be a knight to wear heavy armor, but if I'm not trained for fighting in armor, I would actually be penalized (lowers peed, reduced effectivenss) while those that are trained would not.


EDIT: I have to say that I prefer the old system of actually traveling around, going form town to town. Not that I mind dungeons, but they seem like a nice extra, not like something that should be core.

Travling and ambushing or being ambushed (depending on party size. Big enemies groups are easier to detect and evade. Smaller party hides more easily) and random encounters were good.


EDIT2:

Here's a big suggestion - instead of a turn passing in sex every time something is selected, have it only pass when you click on PASS TURN. That way one can get away with less turns, but far more controls. Also setting up big orgies becomes possible. You can easily run out of turns before you arrange half the actors.

(2 edits)

Hi, just wanted to let you know that i have been testing the demo for strive 2 a bit. From what i have seen already, if this is only a demo then it is going to be a great game when actually finished.

I have a few ideas though, and i hope maverick reads them here.

1) Right now it is still a bit to much micro managing. You have to manually fill in schedules daily. Would it not be better if you fill in the schedule once and then have an option with repeat daily? I mean the schedule can always be adjusted later right?

2) The fear and obedience system. Maybe overtime after fear has decreased enough have daily obedience decay decrease less and less. Until it does not decrease anymore. ( Like the slave in question starts trusting her master overtime ). Also add a loyalty counter next to the fear and obedience counter, and as soon as fear is low enough have loyalty start to increase.  Also with the loyalty counter have it increase at a very slow pace, and when the loyalty counter can not increase anymore have the obedience counter not decrease anymore beyond a certain point ( like with loyalty at 100 obedience cannot decrease below 80 or 70). This way you create a bit of a waiting game with short term benefits for increasing fear to keep them obedient against greater payoff and long time benefits by treating them at the very least decent.

With high regards,

Reinyn