Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Dymas kinda gives you the option of joining anyway once you've levelled up a bit or become champion. There'll be more assaults and stuff happening with that faction when I start to integrate lesser factions into the wars, too. Unfortunately, I can't give the player a replacement limb through dialogue, only items such as books, meds, money, food, materials and such.
Also, I'd love to have more backstory about some of the cool bounty characters like Ghost, Gorillo and others.
I think these types of little character interactions add a lot to the game, personally. It tells a cool story with how the player makes a difference to the lives of people they meet.
Kenshi has a lot of characters already to work with; expanding on some of those relationships in a lore friendly manner would be pretty cool (just like how you've mentioned companion quests!).
Also, don't know if it would be possible to do with the dialogue system, but it would be incredible if under certain conditions companions like Hamut or Miu would leave the party and become hostile if you side with slave traders, or Griffin would not tolerate destroying the Holy Nation.
As for game starts:
How about being a slave trader/slave hunter serving under Lady Kana? Could be a branching questline involving either siding with slave traders and becoming a right hand to Lady Kana, or destroying the slave traders if the character has a change of heart from meeting other characters in the world.
A skeleton start as a black desert city inhabitant would be pretty cool. Imagine being chased out by the skeletons for revealing some private information to a human passerby (or something like that) which alludes to secrets the skeletons are holding and some game lore. Would give the player more context to the world too rather than having to scavenge the world like mad to figure anything out, despite the fact skeletons with special historical knowledge are everywhere.
Lastly; for a true role playing experience, how about skill checks (functioning like persuasion) in dialogues? Unsure if possible, but would be amazing for example, if you could be hired as an army medic in a UC warfront with the appropriate medic skill, or if hivers could be convinced to buy your robotic limbs at higher prices with a high robotics skill ('selling it', like they do with those dang lanterns).
Man, I'd love the ability to do skill checks, but I can't. The only things I can check for is whether a character is stronger/weaker than an NPC they're talking to, as well as whether their combat stats are under 25 (this is used as a deciding factor when you free slaves and stuff like that - whether they choose to join you). But, I DO have a couple of other ways of making dialogue choices more interesting. One of the things I've shelved (but works) is 'target types'. Each character in Kenshi has a base 'type', mostly for the AI to know what's what. Civilian, trader, bandit, military, slave, slaver, and so on - some of these types can be used to filter dialogue options. An idea I might come back to when I've implemented a lot of the quests is using different types to grant the player different dialogue options. So bandits are threatening you, and you've got a bandit type, then you see a unique dialogue option like,
> Go pick on somebody your own size. [Have: Bandit Dialogue Tree]
Or you meet some Tech Hunters and they're all suspicious, so you talk to them and notice a different unique option, like
> I'm just out here pushing the boundaries. Cool your heels. [Have: Adventurer Dialogue Tree]
I can also take the same principle and apply it to dynamic quests 'n' stuff. For instance, with the Pit Fighter, say you become the champ. It's fairly simple to add a new dialogue option that pops up occasionally. Or say you've saved a village from bandits, now you have a new, rare dialogue option... so there's that. And a couple other ideas I've been looking at, like using bounties on your characters' heads in a positive way (an 'intimidation' factor, for instance), as well as incorporating other actions into various dialogues as a kind of perk system. Taken down a bunch of bounties? Maybe you have the occasional unique 'Bounty Hunter' Dialogue option. Enemies with the Holy Nation, and you've thrown some of their notables into a peeler? Now you have the 'Spawn of Narko' Dialouge option, and so on. It's hard to say how immersive or in-depth it'll be, and stuff like this is something I'll add on a much later go-around when there's a whole bunch of stuff for me to add it to. I can't make any promises, but there are cool things that I can do.
> Slave hunter start. Added to my list. The current list is about a dozen unique spins, and some of them are suuuuper massive. The prison start, for instance, spiralled from a simple prison break into a whole power struggle thing that I'm still working on (which is why it's taking me so long to get the next update out). Cool idea, though, I like it.
> BDC. Yeah, I definitely wanted some kinda Black Desert start. Something, something, exile. That's about as far as my thought train got regarding that.
> Re: Characters leaving the player, I've messed around with goals 'n' stuff (mostly related to a new, experimental recruitable that's not finished yet, who'll probably take people months to figure out how to use) but I haven't tried to make them leave. It's a cool idea, but I can think of only one way to make it work. Seems pretty unlikely, but it might be possible.
I just think it would be interesting for the second empire to start expanding on a mission to destroy the rest of civilisation
<Reply redacted>