Difference between revisions of "New Attributes"

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== The Attributes ==
 
== The Attributes ==
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TODO:
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These need to be seperated more clearly, and possibly renamed. Current testing indicates that many of them will develop alike, with only minor differences.
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=== Achievements ===
 
=== 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.
 
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.

Revision as of 07:27, 19 November 2007

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

Five 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

TODO: 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.

Some ways to raise Achievements: Some ways to lower Achievements:
  • Victory in battle
  • Winning a duel
  • Winning or reaching the last rounds of a tournament
  • Class-specific achievements (conversions for a priest, successful actions for an infiltrator, etc.)
  • 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.)


Repute

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.

Some ways to raise Repute: Some ways to lower Repute:
  • Helping the region with civil work
  • Defending it against attack
  • Region is being looted
  • Every allegiance change

Chivalry

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.

Some ways to raise Chivalry: Some ways to lower Chivalry:
  • Holding merciful court
  • Helping the peasants with civil work
  • Winning a tournament
  • Being a cavalier or knight
  • Holding harsh court
  • Looting a region
  • Being a non-knightly class (infiltrator, priest, trader)


Notoriety

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.


Some ways to raise Notoriety: Some ways to lower Notoriety:
  • Looting
  • Hanging rebels
  • Torture or executions
  • Killing or seriously wounding someone (battle, infil assaults, duels, etc.)

(no known ways)

Integrity

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.

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.

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).