SakeTami
Pamatronic
Pamatronic

patreon


New Feature - Ork camps!

Another Progress update (yay!)

While working on the dynamically placed Trap system, I also got some Ideas for new outcomes, other then just going straight to Jail. which requires some explaining first.

As those of you who have played with regular Defeat mods likely know, things can get a bit messy if the player gets Defeated on difficult terrain. Something simple like a SL scene might still work (even if half of the characters are clipping into the ground), but If we want to implement more complex scenes as outcomes, things will get difficult. If the Player gets defeated on a slope, in water, or a non-navmeshed area, things will just break down.

So I´ve come up with an alternative solution: temporary hunter camps.
Which means that after the player has been Defeated, he will wake up in a small camp in the wilderness. This provides a far more controlled environment for scenes as I can modify the terrain there as I need it (even landscaping and navmeshing).
This also allows for some interesting escape opportunities which can utilize the ingame skills like sneaking/lockpicking/pickpocketing and might therefore encourage investing into them to avoid an untimely end.

As you can see in the Images, I´ve already started building the first prototype camp near Gjukar´s Monument (set in a preexisting unmarked ruin). Final version will have 3 of these camps camps scattered over the map. And they will be disabled when not in use. I.e you wont see them anywhere before you actually get captured.
The layouts also have the cages as a means to detain multiple followers, which can be saved if the player is willing to take the risk.

Before I explain further, I would like to present you with this flowchart which is supposed to present the overall mechanics of the Mod. The Orc stronghold wont be apart of this first iteration, so its just the camps and regular Jail for now. Followers will simply be disposed of if not rescued.

This System also has the Advantage of avoiding real-time traversal through the game world, which would also be heavily susceptible to interruptions by predators, dragons, or random encounters. 


Once brought to camp and after the Orks have gone to sleep, the player is presented with the option for an escape attempt. He will be held outside of the cage at this point and can just wiggle free via a simple prompt. If he decides to take the attempt, he has multiple options:


That´s it so far.
If you have any additional Ideas you think could work, now is your time to get them in. Progress is good and I´m confident I will have the next beta available soon.

Until then, as always, thanks for you support and patience.
This is just about to get interesting :)


New Feature - Ork camps! New Feature - Ork camps! New Feature - Ork camps! New Feature - Ork camps! New Feature - Ork camps! New Feature - Ork camps! New Feature - Ork camps!

Comments

I also tested the decapitation effect of other mods, such as the beheading of meat farms that did not utilize the pama function, and there were no issues

lqh10161016

In fact, I was plagued by a strange problem several versions ago. I always thought it was my own problem, so I deleted all my mods except for basics and beautification, but it didn't solve the problem... It started around several versions ago, at least during the Solidude event. When a new game starts, mod has no problem, but after a period of game time, perhaps several times of game save and Load, pama's decapitation function related to the player will have problems. Guillotine and executioner can take effect, but the animation of head rolling is lost, and the player's head disappears after decapitation.But the decapitation device lying flat will completely fail, including tree stumps. During this period, I have been avoiding this issue by constantly starting new games, but the next major mission version is coming, and I cannot always restart the game.

lqh10161016

Great Idea actually :) Have to put in some thought on how exactly this increased difficulty ideally manifests, but I think I can do something like this.

Pamatronic

Oh, for sure - no idea on the complexity of adding death alternative options to it, so I'll defer to you on that. I just loved the idea for the Necromancer's Guild and so am sneakily suggesting ways to implement that functionality wherever possible lol ;) Sovngarde idea sounds intriguing - if it's low-effort for you, would defo back that! Will wait for the next poll to see what it entails.

Bob

Not quite sure about that one. I dont think these death alternative options should be mixed into the Bounty hunting. It risks bloating the mod to much. However, there has been an rather interesting idea for this raised on the discord recently, involving a premature and reversible trip to Sovngarde after a bad end. Not quite as elaborate as the Necromancers, but its easier to do and doesn't require any new Assets. Will be explained further and be available as an option in the next poll.

Pamatronic

The ork camps will only use simpler methods to dish out punishment, and will therefore use the smaller Devices from Pama furniture. I´m not planning to make anything exclusive JUST for these camps. I do however have a new device in the works which was specifically intended to be used in here, but will be introduced as a spawnable variant in Pama furniture first.

Pamatronic

My only request is to have one of the bad endings be cannibalistic one :)

g2320

Excellent progress on this - can really see the concept coming together! As for ideas, perhaps a simpler way to prototype your other excellent idea for a Necromancer's Guild for post-Bad End revival. Way it goes - player is put to a Bad End in PA, blacks out. Wakes up in a cart at the orc camp, as the orcs had bought what they thought was a dead body to sell to Necromancers. When orcs discover player is alive, they resolve to deliver them back to prison. From there, proceeds as per your diagram. Narratively, could work for the hanging-related Bad Ends. And maybe would be an easier way to test post-death functionality using current Bounty Hunters assets, before embarking on a full Necromancer's Guild at some future date?

Bob

Very exciting stuff! Cannot wait to see more, especially what 'bad ends' you have in mind. On the topic of additional ideas - I don't know if it would be possible / feasible / worth the effort, but perhaps if the player has escaped the orcs previously and is recaptured, there will be added difficulty in future escape attempts. Could be more simple stuff like 'more guards', better equipment for the guard, and/or a higher lockpick level on the cage, or it could be something more along the lines of the player has extra obstacles such as more restraints, making the actual escape attempt more difficult or less likely to succeed. It could add a layer of progression to escaping and make the orcs feel like they are responding to your actions, as the player builds up a reputation as an 'escape artist'.

Perdrews

I noticed you have a Bad End in the chart if the player has killed lots of Orcs or fails their escape. What interesting Bad Ends do you have planned? Will they re-use the existing ones or do you have plans to introduce new ones specific to the Orc hunters?

overkill4000

Bravo

Dr.Poston


More Creators