[Suggestions] Mortal sovereigns and champions, slower spell acquisition

I realize none of these are original suggestions, but I just wanted to toss in my .02 about a couple things I think would make the game better (it's already pretty awesome)

1)  I really like the injury system for champions.  However, I think it should be extended to the sovereign as well, and there should be some chance for both sovereigns and champions to actually die.  Also, healing of injuries (maybe over a time period based on Constitution?) would be good.  While my champion having 10 injuries is comical, it'd be nice if he/she could get better somehow.

2)  I don't like unlocking multiple spells at once.  Maybe a system in which one spell from the spellcaster's known magic spheres is unlocked at each level up?  This adds a bit more excitement to leveling up, and can lead to differing strategies without making spell acquisition completely unpredictable.  I like a little randomness like this, but not so much randomness that the game becomes apeshit nutballs.

3)  Am I alone in thinking that Pioneers can be built too quickly, and that maintenance costs on military units are too high?

Also, I think there just needs to be *more* of everything (monsters, items, quests, etc....), but I'm assuming that's just going to happen as time goes on, and then modders are going to go full-bore crazypants on these things once the game is finished.  E:WOM 1.4 was pretty good and Heavenfall's mods really pushed it to a new level.

I really love what these developers have done already and can't wait to see how great this game becomes! Thank you Stardock!

 

 

 

 

 

2,999 views 2 replies
Reply #1 Top

I like the idea of the champions having the possibility to die.  It would make the decision of attacking a bigger decision to make.  Maybe you can leave it the way it is but have the equipment the champion had given to the victor as a reward.  This could lead to a revenge element in the game.

Reply #2 Top

I don't think Champions should die (at least in combat) ...

 

But I think you should CAPTURE champions when you win in combat (only if you ALSO have a champion in your army ... aka if a champ beats a champ, they make a capture, but if Soldiers beat Champ, champ runs away. Sov always escapes).

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That way, once you capture the Champion, you can either release him (+Valor), set him up for ransom (neutral ... imprisoned until ransom is paid), or imprison for the purpose of torture (+Dread).

Basically you can release him immediately, or you can imprison him in a city of your choice (unmovable, gets freed if that city is captured by ANYTHING OR ANYONE).

Once the Champion is imprisoned, you can post a ransom at any time, though you don't have to. And even if you post a ransom you can still have a dread-inclined champion to sit in the city with him (torturing him) to gain dread.

Once a Champion has gained enough dread (and you have a city with either Gallows or Guillotine) you can choose to publicly execute a prisoner instead.

 

Once you can execute Champions, you can put them in a "threat of death" which gives a low % chance (10-15) of converting the Champ and a high % chance of killing them (without increased dread, because of the conversion chance)

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However, if a Champion has high Valor, he can talk with a Champion to try and convert them (20-30% chance). This can only happen once per prisoner, as the prisoner is released either way (either they join you, or you release them).

This chance is doubled if the champion is opposite alignment of their current liege, or if their current liege is dead (faction destroyed).

Also a slight increase to conversion chance if the champion is of different race (culture) than liege but same race as the initiating (high valor) champion.

 

Other than that, normal 'release of prisoners' increases valor, while torture, and normal executions increase dread. (normal as in without a chance of champion conversion).

Threat of death conversions will always have the same low percentage chance however ... unless somehow they are philosophically aligned with the threatener (same alignment AND similar level of dread)

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Champions (without a Faction) that are released will be placed in a newly formed Quest item (somewhere on the map).

While a PRISONER won't die if their Faction is destroyed, as they can still be tortured, executed, or death threat/ valor converted.

 

However, a released Champion without a faction that is initiated in combat (and defeated) will die forever as normal ... aka newly found champions.