- Aug 20, 2020
- 24
- 20
Ideas for roadmap:
- Require the master to have reasonable hygiene (if living in shack still, can pay for bath at the spa, or go to the onsen if we enable it in the future) before purchasing a home from White Town real estate office - i.e., a filthy master is turned away (by guards or by Gloria).
- There is a lot of flavor text for the tutors, so I suggest we keep them endgame relevant by setting the skill gains from tutors to be equal to the best skill gains possible with master personal training (equivalent to master who knows lesson skill at S++ level with clothing bonus and has S+ training skill). So, it becomes a question of spending 15 sparks vs. 1 energy for training up non-sex skills.
- That leaves the academy for early game, but it is too expensive at 10 sparks per lesson. I suggest reducing the cost for academy lessons to 5 sparks, and making the skill gain for the slave equivalent to what the slave would gain from personal training with the master if the master knew the lesson skill at B+ level and had S+ trainer skill. Not as good as a personal tutor or an S++ master personal lesson, but much better than a new master with low skills.
- To make the academy late-game relevant, we could add lessons for certain sex techniques. I am thinking Demonstration category. The scenes almost write themselves...
- To give neophyte masters more ways to pay for academy lessons, implement the Slaver's Guild bulletin board and put up daily requests from other slavers for help with specific training tasks, for example:
1. They need one or more additional slavers for a group sex lesson (double penetration, triple, gangbang or bukkake)... player gets paid a few sparks for helping, spends some energy and depletes sexual excitement, and risks picking up rotphilis (except for helping with a bukkake lesson, which pays less...).
1b. I see we have a "group training" button at the Slaver's Guild already, which could cover #1 without needing to connect it to the bulletin board feature. But doing it through the bulletin board would allow the player to be selective about which slaves they fuck (show a portrait of the slave with the job offer).
2. They need a slave they are training to be collected and escorted somewhere (simple fetch quest for player, travel to one location, obtain slave, travel to other location). For example, retrieve a slave from the Golden Cage and bring to the Serpentine district residences (whereupon the mission completes, because the "other" slaver is not one of the specific NPCs in the residences; they are buyers, not slavers).
2b. If we actually generate a temporary slave for these missions, there could be more gameplay possibilities leading from it, for example upon seeing the stats of the temporary slave, the player might decide that they want to keep it ... but you can't steal a branded slave, so the player could make a purchase offer to the current owner. The owner could reject the offer or accept, depending on various factors. If the owner rejects, or if the player can't afford, the player could keep the slave in defiance of the Guild and lose guild reputation daily until it reaches zero and the Guild kicks the player out, at which point their brand status takes a massive hit and starts to decay daily also. If brand reputation reaches zero and guild reputation is zero, game over (citizenship revoked, slaver gets enslaved by the Guild). The player can mend fences at any time by delivering the slave to its proper owner, paying a fine in sparks to the proper owner and to the Guild, and get reinstated as a slaver. The "borrowed" slave cannot be sold to anyone else meanwhile (nor placed in cryo, because they won't agree to store a slave owned by someone else), but could be lost, in which case the player would be able to pay larger penalties in sparks to avoid game over.
2c. Possibly if the player borrows a slave for a while, this could create a rivalry with the other (off-camera) slaver, a concept which we could explore further... (random event: accosted by paid thugs when traveling! "we, uh, heard you have something that doesn't belong to you ... we're supposed to teach you a lesson, unless for some reason we didn't see you today..." [bribe with sparks or enter nonlethal combat with chance of injury]).
2d. You may ask, what benefit does the player derive from keeping the slave, to offset all the suggested penalties. It's 100% about wanting to keep the slave. Unless the "off-camera" other slaver is a rival (#2c), there should be a finite amount of sparks that would be accepted in exchange for transferring ownership of the slave to the player. The player can make a purchase offer, so if they like the slave but lack the funds, they can try to come up with the money. (Taking a loan from the moneylender might not be quite enough, but should come close to the target amount).
- The Slaver's Guild bulletin board could also offer daily missions from the Guild itself, for example:
1. Mix and deliver certain potions to a random NPC for nominal payment (e.g., 10% more than cost of materials) ... not for early game, but provides a source of income separate from selling slaves and a reason to make potions after you have enough for personal use
2. Help Farid with preparing slaves for the next day's market. Concept needs to be fleshed out, probably most of the logistical work of prepping slaves for sale would be handled by other slaves, but it seems likely that Farid would outsource some intake processing to fellow slavers - figuring out the names of each of the slaves, where they are from, and evaluating what their skills and stats are so they can be rated, explaining their situation to them, etc.
- Require the master to have reasonable hygiene (if living in shack still, can pay for bath at the spa, or go to the onsen if we enable it in the future) before purchasing a home from White Town real estate office - i.e., a filthy master is turned away (by guards or by Gloria).
- There is a lot of flavor text for the tutors, so I suggest we keep them endgame relevant by setting the skill gains from tutors to be equal to the best skill gains possible with master personal training (equivalent to master who knows lesson skill at S++ level with clothing bonus and has S+ training skill). So, it becomes a question of spending 15 sparks vs. 1 energy for training up non-sex skills.
- That leaves the academy for early game, but it is too expensive at 10 sparks per lesson. I suggest reducing the cost for academy lessons to 5 sparks, and making the skill gain for the slave equivalent to what the slave would gain from personal training with the master if the master knew the lesson skill at B+ level and had S+ trainer skill. Not as good as a personal tutor or an S++ master personal lesson, but much better than a new master with low skills.
- To make the academy late-game relevant, we could add lessons for certain sex techniques. I am thinking Demonstration category. The scenes almost write themselves...
- To give neophyte masters more ways to pay for academy lessons, implement the Slaver's Guild bulletin board and put up daily requests from other slavers for help with specific training tasks, for example:
1. They need one or more additional slavers for a group sex lesson (double penetration, triple, gangbang or bukkake)... player gets paid a few sparks for helping, spends some energy and depletes sexual excitement, and risks picking up rotphilis (except for helping with a bukkake lesson, which pays less...).
1b. I see we have a "group training" button at the Slaver's Guild already, which could cover #1 without needing to connect it to the bulletin board feature. But doing it through the bulletin board would allow the player to be selective about which slaves they fuck (show a portrait of the slave with the job offer).
2. They need a slave they are training to be collected and escorted somewhere (simple fetch quest for player, travel to one location, obtain slave, travel to other location). For example, retrieve a slave from the Golden Cage and bring to the Serpentine district residences (whereupon the mission completes, because the "other" slaver is not one of the specific NPCs in the residences; they are buyers, not slavers).
2b. If we actually generate a temporary slave for these missions, there could be more gameplay possibilities leading from it, for example upon seeing the stats of the temporary slave, the player might decide that they want to keep it ... but you can't steal a branded slave, so the player could make a purchase offer to the current owner. The owner could reject the offer or accept, depending on various factors. If the owner rejects, or if the player can't afford, the player could keep the slave in defiance of the Guild and lose guild reputation daily until it reaches zero and the Guild kicks the player out, at which point their brand status takes a massive hit and starts to decay daily also. If brand reputation reaches zero and guild reputation is zero, game over (citizenship revoked, slaver gets enslaved by the Guild). The player can mend fences at any time by delivering the slave to its proper owner, paying a fine in sparks to the proper owner and to the Guild, and get reinstated as a slaver. The "borrowed" slave cannot be sold to anyone else meanwhile (nor placed in cryo, because they won't agree to store a slave owned by someone else), but could be lost, in which case the player would be able to pay larger penalties in sparks to avoid game over.
2c. Possibly if the player borrows a slave for a while, this could create a rivalry with the other (off-camera) slaver, a concept which we could explore further... (random event: accosted by paid thugs when traveling! "we, uh, heard you have something that doesn't belong to you ... we're supposed to teach you a lesson, unless for some reason we didn't see you today..." [bribe with sparks or enter nonlethal combat with chance of injury]).
2d. You may ask, what benefit does the player derive from keeping the slave, to offset all the suggested penalties. It's 100% about wanting to keep the slave. Unless the "off-camera" other slaver is a rival (#2c), there should be a finite amount of sparks that would be accepted in exchange for transferring ownership of the slave to the player. The player can make a purchase offer, so if they like the slave but lack the funds, they can try to come up with the money. (Taking a loan from the moneylender might not be quite enough, but should come close to the target amount).
- The Slaver's Guild bulletin board could also offer daily missions from the Guild itself, for example:
1. Mix and deliver certain potions to a random NPC for nominal payment (e.g., 10% more than cost of materials) ... not for early game, but provides a source of income separate from selling slaves and a reason to make potions after you have enough for personal use
2. Help Farid with preparing slaves for the next day's market. Concept needs to be fleshed out, probably most of the logistical work of prepping slaves for sale would be handled by other slaves, but it seems likely that Farid would outsource some intake processing to fellow slavers - figuring out the names of each of the slaves, where they are from, and evaluating what their skills and stats are so they can be rated, explaining their situation to them, etc.