Difference between revisions of "New Attributes"

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;Battle Experience:+1 for every round of combat you were in, +2 if it was a close combat round. Possibly +1 for duels. Nothing for training, this is real experience only, where things are at stake, not a skill of kinds.
 
;Battle Experience:+1 for every round of combat you were in, +2 if it was a close combat round. Possibly +1 for duels. Nothing for training, this is real experience only, where things are at stake, not a skill of kinds.
;Court Experience:For everything related to domestic, diplomatic or administrative actions.
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;Court Experience:For everything related to diplomatic, political or administrative actions.
;(something) Experience:Still lacking a term, but I'd like to have one experience value for hierarchy, estate, etc. things. Basically, a value that shows your dedication to the hierarchy and automatically increases under certain circumstances to represent the hundred of not-explicitly-played-out-things that your character partakes in.
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;Social Experience:Things like preaching and domestic activities where the main activity is social as in "interaction with non-peers" (peers is above under court experience).
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=== Proposal Four ===
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Similar to three, but expanding. We abstract a little further and associate colours:
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;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.)
  
  

Revision as of 17:12, 18 December 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

Proposal One

This is the original proposal I had:

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.
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.
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.
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.


Proposal Two

A second idea, more clearly differentiated attributes:

Glory
This attribute measures visible success, victory and other achievements. "secret" achievements, i.e. stuff nobody else knows about, do not bring glory (and hidden defeats don't lower it). Glory is very personal - the leader of the cavalry charge that wrecked the enemy infantry lines can gain much glory, even if the battle is ultimately lost.
Nobility
Measures how well the character manages the myriad of minor things that are expected of a noble, and make him better than a commoner. Running a good estate, or commanding the region well raises Nobility, while things like not paying your men on time or not being there to defend it when your region gets attacked will reduce it.
Esteem
An attribute that indicates how well known or famous the character is. Anything that puts him into the public eye - won elections, looting, being banned or appointed marshal - will raise Esteem, while time reduces it (memories fade), to the point of making it negative if the character never does anything noteworthy.
Chivalry
The romantic/misguided image of the knight expects him to be selfless and helpful, and Chivalry measures this. Anything where the character gives of himself (money or time) and gains nothing will raise it, while anything done for profit will lower it.


Proposal Three

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

Battle Experience
+1 for every round of combat you were in, +2 if it was a close combat round. Possibly +1 for duels. Nothing for training, this is real experience only, where things are at stake, not a skill of kinds.
Court Experience
For everything related to diplomatic, political or administrative actions.
Social Experience
Things like preaching and domestic activities where the main activity is social as in "interaction with non-peers" (peers is above under court experience).


Proposal Four

Similar to three, but expanding. We abstract a little further 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.)


Integrity (one more)

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).