Difference between revisions of "New Attributes"

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{{new feature}}
 
{{new feature}}
 
== Introduction ==
 
== Introduction ==
Five new attributes are currently being experimented with. They do not yet have any game effects.
+
Four new attributes are currently being experimented with. They do not yet have any game effects.
 
 
== Game Mechanics ==
 
These attributes work differently than the old [[Prestige]] and [[Honour]] values. For one, they can have negative values. Everyone starts out with zero, and will then increase or decrease the value depending on his actions. As usual in BM, but even stronger than for the old attributes, it becomes more and more difficult to raise (or lower) these attributes the further away from zero you get.
 
 
 
Modifications to these attributes are governed by [[Actions]]. The game keeps a record of your actions and evaluates them. This also means you can check just where your values come from. Look at the [[Actions]] page for more details on the effects of actions.
 
  
  
 
== The Attributes ==
 
== The Attributes ==
 +
The basic idea is that BM isn't a "max your attributes" game. So instead of attributes, why not abandon the concept entirely, and focus on experience directly?
  
TODO:
+
We abstract a little and associate colours:
These need to be seperated more clearly, and possibly renamed. Current testing indicates that many of them will develop alike, with only minor differences.
 
 
 
 
 
=== Achievements ===
 
This attribute measures success and victories. A character with a positive value is successful and has enjoyed more victories than defeats. Someone with a negative value is unsuccessful and has suffered more defeats than victories.
 
  
<center><table><tr><th>Some ways to raise Achievements:</th><th width=100>&nbsp;</th><th>Some ways to lower Achievements:</th></tr>
+
;Red:The colour of blood. For experience in battle.
<tr><td valign=top>
+
;Gold:The colour of the crown, for experience at the court and in diplomatic and political dealings.
* Victory in battle
+
;Green:The colour of the fields, for administrative and domestic activities.
* Winning a duel
+
;Black:The colour of the shadows, for infiltration and anything that causes suffering and pain (looting, execution, torture, etc.)
* Winning or reaching the last rounds of a tournament
 
* Class-specific achievements (conversions for a priest, successful actions for an infiltrator, etc.)
 
</td><td></td><td valign=top>
 
* Defeat in battle
 
* Being defeated in a duel
 
* Losing out early in a tournament
 
* Class-specific defeats (nobody listens to a priest, actions being thwarted for an infiltrator, etc.)
 
</td></tr></table></center>
 
  
  
=== Repute ===
+
== Display ==
Measures how well and reliable the character supports his oaths, i.e. the region, duchy and realm he belongs to. High values show that the character actively supports his oaths, while a negative value indicates someone with questionable loyalty or reliability.
+
Instead of showing values, the attributes are always displayed as relations. This is to counter the "max out some value" attitude that some players bring in from other games.
  
<center><table><tr><th>Some ways to raise Repute:</th><th width=100>&nbsp;</th><th>Some ways to lower Repute:</th></tr>
+
So on the info/status page of a character, the relation between the attributes of that character are shown, i.e. how high each is compared to the others.
<tr><td valign=top>
 
* Helping the region with civil work
 
* Defending it against attack
 
</td><td></td><td valign=top>
 
* Region is being looted
 
* Every allegiance change
 
</td></tr></table></center>
 
  
=== Chivalry ===
+
There is also a comparison to other players, in a more/less way, i.e. you can see if someone else has "more Green" than you do or "less Green". This comparison between characters does use the absolute values, so you can be "more Black" than someone else, even if on your personal chart, "Black" is small and on his personal chart "Black" is huge.
This attribute stands for the knightly values in the image of the kind and merciful knight. A high value shows a true knight, while a negative value indicates a ruthless or uncaring one.
 
  
<center><table><tr><th>Some ways to raise Chivalry:</th><th width=100>&nbsp;</th><th>Some ways to lower Chivalry:</th></tr>
+
You may publicly display your attributes using [[Template:pie|this template]]. Simply insert <nowiki>{{pie|red|gold|green|black|title}}</nowiki> on any wiki page (preferably the corresponding character page), replacing the colors with their respective values and "title" with whatever you wish to name the link. (ie: <nowiki>{{pie|43|7|74|2|Attribute Example}}</nowiki>)
<tr><td valign=top>
 
* Holding merciful court
 
* Helping the peasants with civil work
 
* Winning a tournament
 
* Being a cavalier or knight
 
</td><td></td><td valign=top>
 
* Holding harsh court
 
* Looting a region
 
* Being a non-knightly class (infiltrator, priest, trader)
 
</td></tr></table></center>
 
  
  
=== Notoriety ===
+
== Examples ==
How well the character is known for brutality, ruthlessness and other attributes that keep the peasants in line. Since fear makes you known and lasts longer than being known for mercy, this is considered a positive attributes in many more martial or practical cultures.
 
  
Contrary to the other attributes, there are very few ways to lower Notoriety.
+
<!--Table-based gallery of 4 images-->
 +
<!--Ref: See http://en.wikipedia.org/wiki/Help:Table-->
 +
<!--Ref: See http://en.wikipedia.org/wiki/Web_colors-->
  
 +
<!--Start of table definition-->
 +
{|style="background:darkgray; border:1px solid dimgray;color:white" border="0" height="230" align="center" valign="bottom" cellpadding=10px cellspacing=0px 
  
<center><table><tr><th>Some ways to raise Notoriety:</th><th width=100>&nbsp;</th><th>Some ways to lower Notoriety:</th></tr>
+
<!--Start of the details for the top-of-table heading-->
<tr><td valign=top>
+
|+style="background:white; color:black"|'''''Attribute Examples'''''
* Looting
 
* Hanging rebels
 
* Torture or executions
 
* Killing or seriously wounding someone (battle, infil assaults, duels, etc.)
 
</td><td></td><td valign=top>
 
(no known ways)
 
</td></tr></table></center>
 
  
=== Integrity ===
+
<!--Start the first row and add row formats-->
Is a '''player-driven''' attribute. You can judge everyone else's integrity, and they can judge yours. Integrity means just that. Is someone true to his word and his comrades, his realm and his beliefs? Note that integrity isn't the same as obedience. Questioning the general's orders if they endanger the realm or go against your religion '''is''' integrity, blindly following everything isn't.
+
|-align="center"
 +
 
 +
<!--Start of individual cell details for the first row-->
 +
|[[Image:attribimage1.png|border|500x130px|none]]
 +
|[[Image:attribimage2.png|border|500x130px|none]]
 +
|[[Image:attribimage3.png|border|500x130px|none]]
 +
|[[Image:attribimage4.png|border|500x130px|none]]
  
Integrity is tied to judge and judged. If either leaves the game or island, the score goes with it. That means that your integrity score will naturally be fluctuating a little bit.
+
<!--Start of a second row and add formats-->
 +
|-align="center" valign="top"
  
If you think you have been judged unfairly by your peers, there is a simple solution: Move somewhere where your qualities are more welcome. Change your realm, or even the island. Switching islands will always reset your integrity to zero (for the moment).
+
<!--Start of individual cell details for the second row-->
 +
|width="100"|'''Red = 43<br>Gold = 7<br>Green = 74<br>Black = 2'''
 +
|width="100"|'''Red = 58<br>Gold = 2<br>Green = 2<br>Black = 10'''
 +
|width="100"|'''Red = 28<br>Gold = 38<br>Green = 10<br>Black = 4'''
 +
|width="100"|'''Red = 42<br>Gold = 2<br>Green = 2<br>Black = 16'''
 +
|}

Latest revision as of 06:14, 24 December 2008

The contents on this page discuss a possible new feature. It may or may not be ever included in the game, and it may or may not be partially in testing somewhere (usually on the testing branch).
In short, consider this page is a sketchpad of sorts and don't rely too much on things written here until this notice disappears.
-- Tom

Introduction

Four new attributes are currently being experimented with. They do not yet have any game effects.


The Attributes

The basic idea is that BM isn't a "max your attributes" game. So instead of attributes, why not abandon the concept entirely, and focus on experience directly?

We abstract a little and associate colours:

Red
The colour of blood. For experience in battle.
Gold
The colour of the crown, for experience at the court and in diplomatic and political dealings.
Green
The colour of the fields, for administrative and domestic activities.
Black
The colour of the shadows, for infiltration and anything that causes suffering and pain (looting, execution, torture, etc.)


Display

Instead of showing values, the attributes are always displayed as relations. This is to counter the "max out some value" attitude that some players bring in from other games.

So on the info/status page of a character, the relation between the attributes of that character are shown, i.e. how high each is compared to the others.

There is also a comparison to other players, in a more/less way, i.e. you can see if someone else has "more Green" than you do or "less Green". This comparison between characters does use the absolute values, so you can be "more Black" than someone else, even if on your personal chart, "Black" is small and on his personal chart "Black" is huge.

You may publicly display your attributes using this template. Simply insert {{pie|red|gold|green|black|title}} on any wiki page (preferably the corresponding character page), replacing the colors with their respective values and "title" with whatever you wish to name the link. (ie: {{pie|43|7|74|2|Attribute Example}})


Examples

Attribute Examples
Attribimage1.png
Attribimage2.png
Attribimage3.png
Attribimage4.png
Red = 43
Gold = 7
Green = 74
Black = 2
Red = 58
Gold = 2
Green = 2
Black = 10
Red = 28
Gold = 38
Green = 10
Black = 4
Red = 42
Gold = 2
Green = 2
Black = 16