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 :)
lqh10161016
2023-06-09 14:41:01 +0000 UTClqh10161016
2023-06-09 14:39:40 +0000 UTCPamatronic
2023-06-02 05:59:05 +0000 UTCBob
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2023-05-29 12:34:55 +0000 UTCoverkill4000
2023-05-28 15:18:41 +0000 UTCDr.Poston
2023-05-28 07:38:29 +0000 UTC