Post by tons0phun on Aug 8, 2012 18:43:09 GMT
While I know the game is named Rogue Survivor, I also note that it is only because it is in style of the "Rogue-like" genre.
Not because one has to go rogue in the apocalypse.
I don't know how many have experimented with leadership, but I found it to be promising when I adjusted the leadership skill to grant control of two persons. A "mastery" of 5 in the skill meant commanding ten individuals. The efforts of ten people can go a long way if they can coordinate, and that is exactly what a leader brings to a group.
However I feel that controlling a group, especially as it becomes more sizeable, is somewhat difficult in Rogue Survivor. Trying to get ten people through a 2-tile door is like moving furniture. Ordering every individual to an action also makes for a laborious task. Some of the structure is also redundant, such as having 4 separate build commands on the first tier of the [o]rder command, rather than under a shared second-tier.
To help illustrate just what I mean...
Here is how the commands are mapped now...
Here is how the commands could be mapped...
Where the current 4 build orders [build small fort, build large fort, barricade 1, barricade max], would all fall under the Fortification tree. Directives related to items, such as reserving slots for item types, would be under equipment. Trading restrictions would be under social, and scavenging restrictions under...scavenging.
The Travel and Zone trees are somewhat implied, as they are ideas I believe would help the benefits of leadership, and group management further.
Zones are something to the notion of being able to designate an area of tiles to dictate behavior. Say, within the space of a 3x3 unit apartment, or perhaps some adjustable area with some clicks of the mouse. Each separate zone can serve as a portion of the base to make it more functional overall such as being able to designate areas for the deposit of certain item types: food, medical, firearms, and miscellaneous (flashlights, spray, and books). For designating an official point as "HQ", sleeping space, and leaving travel-routes behind for followers (follow spray-paint).
Travel would have orders capable of directing NPCs over far distances of the city. Say for example, if you made the police station your survivor HQ, and wanted to order scavenging for items, weapons and ammunition, recruit survivors with certain skills, hunting of zombies, or even setting up secondary bases. This is especially powerful when you consider the situation where you are leading somebody with the leadership skill themselves, allowing you to direct a group through one individual. Commands like, "Search district [Letter][#] for [Item/Character-Type/Building], and [Retrieve/Trade-Recruit-Kill/Search-Fortify] could be issued to any person you're in communication with.
With this you could establish a base that sleeps at set times of the day/night, trades with outsiders, maintains fortifications, defends the base, tends their wounded, and can effectively scavenge and haul in the right kinds of items from near and far.
Not because one has to go rogue in the apocalypse.
I don't know how many have experimented with leadership, but I found it to be promising when I adjusted the leadership skill to grant control of two persons. A "mastery" of 5 in the skill meant commanding ten individuals. The efforts of ten people can go a long way if they can coordinate, and that is exactly what a leader brings to a group.
However I feel that controlling a group, especially as it becomes more sizeable, is somewhat difficult in Rogue Survivor. Trying to get ten people through a 2-tile door is like moving furniture. Ordering every individual to an action also makes for a laborious task. Some of the structure is also redundant, such as having 4 separate build commands on the first tier of the [o]rder command, rather than under a shared second-tier.
To help illustrate just what I mean...
Here is how the commands are mapped now...
Here is how the commands could be mapped...
Where the current 4 build orders [build small fort, build large fort, barricade 1, barricade max], would all fall under the Fortification tree. Directives related to items, such as reserving slots for item types, would be under equipment. Trading restrictions would be under social, and scavenging restrictions under...scavenging.
The Travel and Zone trees are somewhat implied, as they are ideas I believe would help the benefits of leadership, and group management further.
Zones are something to the notion of being able to designate an area of tiles to dictate behavior. Say, within the space of a 3x3 unit apartment, or perhaps some adjustable area with some clicks of the mouse. Each separate zone can serve as a portion of the base to make it more functional overall such as being able to designate areas for the deposit of certain item types: food, medical, firearms, and miscellaneous (flashlights, spray, and books). For designating an official point as "HQ", sleeping space, and leaving travel-routes behind for followers (follow spray-paint).
Travel would have orders capable of directing NPCs over far distances of the city. Say for example, if you made the police station your survivor HQ, and wanted to order scavenging for items, weapons and ammunition, recruit survivors with certain skills, hunting of zombies, or even setting up secondary bases. This is especially powerful when you consider the situation where you are leading somebody with the leadership skill themselves, allowing you to direct a group through one individual. Commands like, "Search district [Letter][#] for [Item/Character-Type/Building], and [Retrieve/Trade-Recruit-Kill/Search-Fortify] could be issued to any person you're in communication with.
With this you could establish a base that sleeps at set times of the day/night, trades with outsiders, maintains fortifications, defends the base, tends their wounded, and can effectively scavenge and haul in the right kinds of items from near and far.