XaiJu
salamoun
salamoun

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Progress

So I was a bit overzealous with my ideas and I had one building left for "shops" but didn't know what to add till I thought of mercenaries for hire. It was all fine and dandy till I realized that I don't really know what to do with mercenaries beyond making them glorified strumpets (pay for sex and vore). I mean, the obvious mechanic would be to hire them to fight for you, but that would bring the whole issue of balancing them and fitting them into your limited party and they would be only temporary as we don't want to make them permanent followers and it wouldn't make much sense + the whole recruit and then lose them would be more annoying than helpful as you would probably rather have a permanent follower in your party, rather than one off fighter that just leaves a gap in your party. One possible solution I thought of was adding them as sort of consumable weapon you can use in a fight to add extra effect to the fight, but it sounds kinda clunky.

My point is, I don't really know what to do with them so I am open for suggestions ^^;

Thank you all for your support and patience.

Progress

Comments

The trader seems more like a librarian or a sage than a trader. I would have the trader give you more of a standard trade effect. Better prices or otherwise inaccessible wares.

AAVfgz

Think I'll weigh in here...... What about retainers? These people are specialists in things you don't have any interest in purchasing like Diplomacy, Trading, Underground connections, Art appreciation? These are subjects you would never bother spending experience to buy up in your character. But they could come in useful in certain stories. These 'retainers' don't appear as characters in the game except as a sprite on the screen when you are deriving something from them. They offer insight into situations and have special skills that give you access to certain benefits. They provide these benefits when they are in your employ but they appear as an item in your inventory. Now here's the vore kicker....you can eat them, even in combat. They all have some physical or mental benefit that they provide temporarily if you vore them. Maybe the Art Expert has a 'history of war' fetish and while digesting and for a few hours after, you gain a combat skill that you cannot purchase any other way or the ability to use a weapon outside of your class. The Diplomat grants you a 'glib tongue' so that you can lie with impunity in risky situations and bluff your way past guards and enemies alike. The Trader has travelled around the world and when you vore them, you gain the ability to speak and read multiple languages as well as solve puzzles. Underground connections could be construed as thievery and so normally your 'retainer rogue' could put you in contact with shady people and show you secret paths and short-cuts you normally have no access to. But upon voring the 'rogue' you can now move silently, disarm traps and pick locks for a short period of time. Maybe you'd even have access to a 'surprise strike' All of the benefits gained by Voring are temporary and fade after a few hours. So what do you guys think?

Michael Chiarcos

Now this is just sick me talking, but all of these sound good, BUT what I can see is that you have a building for Mercs, maybe use it as way to do Business like with that one girl me meet in the one caravan because unless you cheese your way through the arena by eating everyone there really isn't anyway to make money fast and I feel as though this could be the hint you need to reinclude the one cat girl unless you already have a plan for her?

CuboidPowers9272


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