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BattleMaster => Development => Feature Requests => Topic started by: Lefanis on May 02, 2018, 04:13:42 PM

Title: Improving Adventurers and Trade
Post by: Lefanis on May 02, 2018, 04:13:42 PM
Name: Improving Adventurers and Trade

Summary:
In the game currently, apart from BT with the uber rare portal stone hunt "mini game", the main advie activities are hunting monsters/undead, gathering items, and occasionally finding/selling/repairing uniques. The only one which requires some level of interaction with the second/main layer of the game, nobles, is selling uniques. So I propose to increase interactions with smelly commoners, by adding the trading game for advies- adding to the multiplayer nature of BattleMaster.

Details:
One the advie reaches a certain level of recommendations (or H/P), they unlock the merchant/trader sub class, and access to banks. They can't send gold to the family of course, but like traders, can travel around the world buying and selling grain in addition to regular advie stuff, and accessing markets further away. Adventurer-Merchants are taxed, and may have to spend gold on buying carts, guards, etc... They could be arrested by enemy realms and foods confiscated... Which generates potential for conflict.

With the 1 family per continent rule, this allows people to focus their noble characters on the meat of the game- war- While giving them a free advie character to engage in other activities. This also gives adventurers something to work towards, other than nobility- which isn't really always an option these days with the 1 noble rule.

I did a quick check of the trader class in the game currently:
There are a grand total of 6 traders between EC, Dwi, and BT. 1 trader on BT, 3 on Dwi, 2 on EC. This seems super niche, perhaps since it is forcing warriors currently to recruit about half their regular capacity- Most traders (4 or 5 of the 6) were courtiers. Trading also adds relatively little to the noble game, but it could be a game changer for experienced advies.

Benefits:

Downsides:

Title: Re: Improving Adventurers and Trade
Post by: Anaris on May 02, 2018, 04:40:52 PM
This is much more work than we're going to put in for something like this, especially since there is a different change to the trading system waiting in the wings to be finished.

It is intentional that adventurers and nobles don't interact much. I don't foresee changing that significantly any time soon.

I do have some ideas for how to make the adventurer game itself a little better and more interesting, though.
Title: Re: Improving Adventurers and Trade
Post by: feyeleanor on June 15, 2018, 12:30:02 PM
I'd love to see the Adventurer class more involved with the BM world at large:


Some of these would also require new shiny things to spend the extra gold they produce on.
Title: Re: Improving Adventurers and Trade
Post by: Eduardo Almighty on June 15, 2018, 07:21:32 PM
Quote
It is intentional that adventurers and nobles don't interact much. I don't foresee changing that significantly any time soon.

Well, they are interacting a lot in many realms now with the magic being more and more used. They're advanced weapons and I'm just here still figuring how to play an adventurer without it dying after a short time.
Title: Re: Improving Adventurers and Trade
Post by: JeVondair on June 29, 2018, 05:14:55 PM
This is much more work than we're going to put in for something like this, especially since there is a different change to the trading system waiting in the wings to be finished.

It is intentional that adventurers and nobles don't interact much. I don't foresee changing that significantly any time soon.

I do have some ideas for how to make the adventurer game itself a little better and more interesting, though.


+1
Title: Re: Improving Adventurers and Trade
Post by: Bluelake on August 15, 2018, 03:36:49 PM
I'd love to see the Adventurer class more involved with the BM world at large:

  • hunting bandits for bounties (which would improve control)
  • telling tales (which would improve morale and maybe weaken control)
  • doing some of the messy, hands-on things infiltrators can but probably shouldn't because of the risks like sabotage and murdering militia
  • doing a bit of banditry themselves like robbing tax collectors or thieving or running protection rackets in cities (which would gain gold and lower control)
  • being able to set up gangs/parties and secret societies so there could be thieves guilds, etc. without noble involvement
  • smuggling and black marketeering
  • being lay clergy or rabble-rousing demagogues
  • kidnapping for ransom
  • being those anonymous scouts and secret police
  • becoming a wizard or sage

Some of these would also require new shiny things to spend the extra gold they produce on.

I like some of these better than the trading thing :)
Title: Re: Improving Adventurers and Trade
Post by: feyeleanor on August 17, 2018, 01:54:15 AM
I like some of these better than the trading thing :)

If I wasn't a good-for-nothing PHP hater I'd even offer to code some of them ;)
Title: Re: Improving Adventurers and Trade
Post by: Bluelake on August 24, 2018, 04:00:48 PM
If I wasn't a good-for-nothing PHP hater I'd even offer to code some of them ;)

The real question is: is your hatred for PHP bigger than your love for BM?
Title: Re: Improving Adventurers and Trade
Post by: pcw27 on August 24, 2018, 05:35:30 PM
I'd love to see the Adventurer class more involved with the BM world at large:

  • hunting bandits for bounties (which would improve control)
  • telling tales (which would improve morale and maybe weaken control)
  • doing some of the messy, hands-on things infiltrators can but probably shouldn't because of the risks like sabotage and murdering militia
  • doing a bit of banditry themselves like robbing tax collectors or thieving or running protection rackets in cities (which would gain gold and lower control)
  • being able to set up gangs/parties and secret societies so there could be thieves guilds, etc. without noble involvement
  • smuggling and black marketeering
  • being lay clergy or rabble-rousing demagogues
  • kidnapping for ransom
  • being those anonymous scouts and secret police
  • becoming a wizard or sage

Some of these would also require new shiny things to spend the extra gold they produce on.

Love the hunt bandits idea. I don't think an advy should be anywhere near able to rob a tax office. The option should just be "rob peasants" and it not only gains them gold but also lowers realm control, morale and prodution.
Title: Re: Improving Adventurers and Trade
Post by: Anaris on August 24, 2018, 05:36:13 PM
Adventurers are not going to be given options that make them effective weapons of war.
Title: Re: Improving Adventurers and Trade
Post by: feyeleanor on August 26, 2018, 12:53:00 PM
Adventurers are not going to be given options that make them effective weapons of war.

They already are.
Title: Re: Improving Adventurers and Trade
Post by: Anaris on August 26, 2018, 02:21:08 PM
They already are.

Unless some pretty impressive exploits have been found, I dispute the "effective" part of that.  ;D
Title: Re: Improving Adventurers and Trade
Post by: Zakky on August 26, 2018, 02:21:26 PM
Advies are more like ammunition producers. They give you scrolls to use against enemies. Gotta love Spellmaster :D
Title: Re: Improving Adventurers and Trade
Post by: pcw27 on August 26, 2018, 10:17:11 PM
Adventurers are not going to be given options that make them effective weapons of war.

Is this in regards to a possible banditry ability? I don't think it would make them terribly effective in war, more like a nuisance. Any noble could show up an arrest a whole pack of them.
Title: Re: Improving Adventurers and Trade
Post by: feyeleanor on September 06, 2018, 07:10:47 PM
Unless some pretty impressive exploits have been found, I dispute the "effective" part of that.  ;D

:)
Title: Re: Improving Adventurers and Trade
Post by: Anaris on September 06, 2018, 09:06:05 PM
:)

Now, I hope you're grinning because you know I'm right, and not because you've found some exploit that makes adventurers highly effective in war that you're deliberately hiding from the game's admins...because we all know that knowingly exploiting the game is a big no-no.
Title: Re: Improving Adventurers and Trade
Post by: Zakky on September 06, 2018, 09:43:55 PM
Now, I hope you're grinning because you know I'm right, and not because you've found some exploit that makes adventurers highly effective in war that you're deliberately hiding from the game's admins...because we all know that knowingly exploiting the game is a big no-no.

I can think of one way of abusing the system. Make an advy carry gold and trade items with nobles in need of gold but that just feels too much work for a small gain to be honest.
Title: Re: Improving Adventurers and Trade
Post by: Anaris on September 06, 2018, 09:44:43 PM
I can think of one way of abusing the system. Make an advy carry gold and trade items with nobles in need of gold but that just feels too much work for a small gain to be honest.

This is a known exploit—well enough known that we've put at least a little code in place to make it more difficult.
Title: Re: Improving Adventurers and Trade
Post by: feyeleanor on September 07, 2018, 12:31:51 AM
Now, I hope you're grinning because you know I'm right, and not because you've found some exploit that makes adventurers highly effective in war that you're deliberately hiding from the game's admins...because we all know that knowingly exploiting the game is a big no-no.

The annoying weird stuff I occasionally pull off is always done within the rules and without exploits. There wouldn't be any point otherwise. So if I do found any adventurer exploits (I haven't yet) they'll go straight on the bugtracker.
Title: Re: Improving Adventurers and Trade
Post by: Zakky on September 07, 2018, 01:57:33 AM
The annoying weird stuff I occasionally pull off is always done within the rules and without exploits. There wouldn't be any point otherwise. So if I do found any adventurer exploits (I haven't yet) they'll go straight on the bugtracker.

LIES! LIES! LIES!

Jokes aside, I am highly doubtful feyeleanor would do anything to exploit stuff.
Title: Re: Improving Adventurers and Trade
Post by: feyeleanor on September 07, 2018, 10:42:41 AM
LIES! LIES! LIES!

Jokes aside, I am highly doubtful feyeleanor would do anything to exploit stuff.

I am indeed a most dull and boring player :)
Title: Re: Improving Adventurers and Trade
Post by: Chenier on September 07, 2018, 03:10:57 PM
Adventurers are not going to be given options that make them effective weapons of war.

Bara'Khur rolling in its grave