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Author Topic: Squad fame  (Read 1412 times)

Scoops Novel

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Re: Squad fame
« Reply #15 on: January 21, 2013, 05:48:12 pm »

or is conspiracy minded,

So it's agreed. Shall we brainstorm as to what a dwarven conspiracy theorist would be like? Would they have tin covered beards?
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Carp McDwarfEater

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Re: Squad fame
« Reply #16 on: January 21, 2013, 08:26:06 pm »


Each squad squad should have a fame value that is linked to the specific squad. Best option would be to link the fame to the name of the squad, which can not be changed after the squad has been assembled.

Now, in my opinion, the squad fame should be divided in several categories; number of dwarves in the squad that has been killed in battle, number of creatures the squad has killed, fame of dwarves in squad (alive dwarves), quality of weapons and armor and the general efficiency of the squad.

Well, I think if a squad called The Swords of Reluctance manages to infiltrate a goblin tower and assassinate their lawgiver, it would be cool to have them (maybe unofficially) called something like The Swords of Shadow instead. Or, if they storm an elven forest retreat and in the resulting bloodbath put every woman and child to the sword, they could be named The Bloody Demons. Of course, this could depend on perspective; the dwarves might see them as heroes wheras the elves would absolutely hate that squad.

Which brings me to my next point. I think that squads being renowned for things like extreme brutality or ambushing their enemies and killing them in their sleep could be cool, or on the other hand they could be known as honorable, and have a reputation of only fighting on the open field. Depending on their personality, recruits may not like joining a squad that pillages villages and executes everybody they capture, preferring a squad that punishes any of their men that go about looting and such after a battle.



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Thoughts and Fame

So, how should the different fame values affect to the thoughts of dwarves? In principle, a dwarf should always get a negative thought if he/she is assigned to squad with bad (negative?) fame. In contrast, if the squad has very high fame rating, the dwarf should get happy thoughts for being assigned to such a famous squad.

There are always some gray areas in squad fame and thoughts. I take an example from a book series The Malazan Book of The Fallen, written by Steven Erikson. In the series there is a squad known as Bridgeburners. They are feared and respected and everybody would like to have them as allies. They have very high fame as they are known to be able to pull out things and acts that nobody else could do or even dared to try. Some of the most famed soldiers in Malazan empire have served in the Bridgeburners. But even when they are highly regarded, nobody sane enough would like that squad. Why? Because the mortality rate. Being assigned to Bridgeburners is basically a death sentence, though some soldiers were able to survive up to the point when the squad was dispanded.

So, how does this relate to DF and this suggestion? Here is the point when the different categories of squad fame comes to play. A squad may have very high fame in every other aspect but normal soldier wouldn't want to join the squad, causing a very bad thought if done. Green soldiers (soldiers with no fight experience and only low skill levels) could disregard the mortality rate of the squad and be eager to join just to be able to prove themselves. Also, a dwarf that has certain mental traits (low social awareness, for example) or preferences (likes to take risks, is adventurous or has low cautiousness value, for example) would be more than eager to join such squad. And, of course, a dwarf who doesn't care anything anymore shouldn't get negative thoughts for being assigned to such squad, though some minor happy thoughts should still be possible. On the other hand, every "normal" sane dwarf with some combat experience and moderate (or higher) skills should always get a major bad thought when being assigned to the squad. And, of course, if the dwarf is removed from the squad, the reverse thoughts should be gained (a dwarf that was eager to join a dangerous squad should get a negative thought and a dwarf who never wanted to be in the squad would get a major happy though for being moved away from a dangerous squad).

Now, after the dwarf has assigned to a squad, the performance of said squad should also affect the thoughts of a dwarf. If a squad is performing badly, like lots of deaths and not many kills, since joining the squad, the dwarf would get bad thoughts for squad being not fulfilling the expectations of the said dwarf. On the other hand, if the performance of the squad is good, a dwarf should get happy thoughts. If the squad becomes legendary, due passing certain fame threshold, the dwarves in the squad would get major happy thought. And, if the squad becomes infamous (negative fame), there will be a major negative thought.

The fame of other soldiers in the squad should also give different thoughts. First of all, if the average fame level is high enough, a new dwarf should get a happy though for being assigned to squad. The value of such thought should be related to the average fame, meaning a better boost in happiness if the average fame is higher. On the other hand, if the average fame is low enough, possibly even negative, result would be a bad thought.

Secondly, if one (or more) member of the squad is very famous (fame being above certain limit), there would be a major happy thought. If there is more than one famous soldier, the value of thought is higher. And, just like average fame, if there is a very infamous dwarf in squad, the new soldier would get a bad thought.

The fame of the killed dwarf should also affect a thoughts of other dwarves. If a very famous soldier dies, rest of the squad members would get major bad thought. If the killed dwarf is infamous, the thought would be very minor or even cause no bad thoughts. In extreme case, a death of infamous soldier could give other squad members a minor happy thought (they were happy to see that lazy dwarf finally getting what he/she deserved). If a dwarf witnesses the death of famous soldier, the resulting bad thought would be even higher. If the dwarf was from the same squad, the bad thought could be close to be enough to turn the dwarf very unhappy. This also applies to the situation where player manually removes a soldier from squad; the removal of famous soldier would cause bad thoughts while infamous ones even happy thoughts.

Now, how should a squad members react to new recruit(s)? If the new dwarf is famous or has combat experience and at least moderate skills, they would get a minor happy thought, depending on the fame of the squad and the recent performance of the said squad. The higher the squad fame is, the better or more famous the new dwarf has to be to result the happy thought. If the new dwarf is very famous, the result would be major happy thought. On the other hand, infamous or unskilled recruit should cause a bad thought, depending on the recruit and the fame of the squad. The members of famous squad shouldn't like to have another green soldier among them, unless there are some relations in play. Also, not depending on the squad fame, a very famous soldier should always get at least minor bad thought when a green or infamous soldier joins the squad as well as novice and more or less unknown soldiers should get a major happy thought if seasoned veteran was assigned to the squad.

I would like if this was extending into becoming a morale system that influenced thoughts, success in battle, and the rate of desertion. And regarding the last paragraph about recruits, generally I think the squad should be happy about getting reinforcements, but if some unseasoned conscript is sent in to replace a famous soldier who died, the squad shouldn't be happy.

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Squad Leader

Squad leader is a special case where more things should be taken into account. A famous leader could lower the penalty of caused by squad being considered as dangerous, with very famous leader this penalty could even be negated completely. On the other hand, if the leader is infamous, there should be penalty to the thoughts caused by the squad fame for new soldiers.

If the killed dwarf is the squad leader, there should be bonus or penalty to the thoughts caused by the death. A famous squad leader being killed should give even worse bad thought than normal soldier does, while a very infamous squad leader should give even better happy thought compared to the death of very infamous soldier.

The fame of squad leader is specific for each dwarf, which is carried over even when the said dwarf is moved to other squads. It should also be separated from the general fame of the dwarf, since a good soldier may be a bad leader. The leader fame should be calculated by the performance of the squad while the said dwarf was in charge, mostly by using the time the dwarf was in the position and kill/death ratio of the squad during that time. This is calculated by taking the start fame of the squad (from the moment the dwarf was appointed as the leader), the end fame (from the moment the dwarf was removed from the position) and divided by the time he/she was in charge. The result value is then added to leader fame of the specific dwarf.

So, besides affecting to new recruits, how does this affect the thoughts of squad members? First of all, if a dwarf with high leader fame gets assigned to squad leader, the rest of the squad will get happy thought. The leader fame and the current squad fame should both taken into account when determining the value of thought, of course. A very famous squad shouldn't get as good happy thoughts than normal, more or less unknown, squad does. On the other hand, if the leader is infamous, there would be unhappy thoughts.

To make things a bit more complex, if the famous leader has basically no combat experience, the resulting thoughts should be bad instead. This would simulated the situation where the soldiers are complaining that they got a leader who is just trying to climb the political hierarchy ladders by being assigned to "easy" positions, being most probably just a loose weight when/if a real situation comes up.

The leader fame should also have a wider impact. If the majority of the leaders the specific squad has had have been infamous, the less likely anybody would like to join the squad, even if the current leader isn't infamous. On the other hand, if the squad has a history of famous leaders, the dwarves would be more willing to join the squad. If the current leader is infamous, the penalty should be far greater than a famous leader brings to infamous squad.

I don't know about dwarves always being upset about being led by a dwarf that isn't experienced or a war hero. Having the baron (probably with a large group of experienced soldiers as bodyguards) lead the charge should make the entire squad go into a fervor and fight better, but if the baron (or whatever other noble you send) is killed then there would be a huge loss of morale and some soldiers might surrender or flee.


Leaders and Revolts

To make things more interesting, a infamous leader could make the squad members to revolt, though not immediately unless the new leader is very infamous. This chance of revolt should also be related to the personalities of the soldiers, certain type of dwarves being more prone to revolt than others. When the revolt occurs, there are three different things that can happen:
  • The leader is overthrown from the position, replaced by the most famous soldier in the squad.
  • The leader is murdered by the soldiers and the most famous soldier becomes the new leader.
  • The revolting soldiers just leave the squad.

The revolt occurs when at least one dwarf get annoyed enough to the current leader. When this happens, every other soldier must decide whether they join the revolt, stay neutral or are against it. This is determined immediately and there is no return once done. The personality of the dwarf is the key factor, though the fame of the leader has a slight affection as well as the fame of the soldier. A famous soldier is less prone to revolt than unknown soldiers. The revolt will also cause the fame of the soldiers that take part in it to sink, in all cases (except those who are basically legendary heroes) to become infamous. The squad fame will also sink, after all nobody wants to join a squad that is known to lack discipline. If the leader survives, he/she gets a major penalty to leader fame as well.

Besides the fame penalties, a revolt is also considered as crime. If the leader is overthrown, and survives, the dwarves that took part in the revolt gets punished. The dwarf who was the trigger of the revolt will get a major punishment, like beating or very long jail time, while rest of the revolters will just have to spend some time in jail. If the same dwarf (or dwarves) are part of more revolts than just one, the punishment gets more severe each time.

If the revolters leave the squad, they are considered as deserters. The punishment is a bit worse than in overthrow, the leader of revolt being always sentenced to beating while others have only a slight chance to that. In principle, the beatings shouldn't be so bad that the punished dwarf dies to it, unless they have taken part in several revolts.

If the leader is murdered, the dwarf who triggered the revolt is always beaten to death. The others will also receive a beating, though they should survive from it. Of course, if there has been several revolts by those dwarves, every one of them should die to beatings.

The difference between neutral soldiers and soldiers that oppose the revolt is that only the opposing dwarves will report the crime. Neutral dwarves are just that, they don't take either side.
  • If the leader is overthrown, and nobody reports the crime, the dwarf who replaces the former leader is accused. In this case the game will wait for player input before carrying out the justice, allowing the player either ignore it completely or change the dwarf who will be punished. The dwarf who ends up to be sentenced receives the punishment of participant (not the leader of revolt), but reduced. It could be that, if the dwarf who is going to be punished, is considered neutral, he/she will report the true criminals to avoid the punishment.
  • In case of desertion, each deserting soldier will be punished. If there is more than one who deserts, and nobody makes the report, then each deserter receives the normal punishment and nobody is declared as the leader of revolt. If only one dwarf leaves the squad, he/she will be treated as the leader of revolt in terms of punishment.
  • If the infamous leader is murdered, there are two different cases; one of the soldiers reports the crime or a civilian is witnessing it and makes the report. If the only accusation is made by civilian, then the murderer is treated like normal dwarf in case of murder crime. If one of the soldiers makes the report, then the punishment is dealt as described earlier. If nobody reports, then nobody gets punished. In that case, the fame of each soldier sinks considerably, though not as much as if they were found guilty. Same applies to squad fame. If the penalty causes the fame of one of the neutral soldiers to drop too low, perhaps making him/her infamous, the soldier may step up and make the report. This chance should be affected by the fame of the revolting dwarves, personality of the neutral dwarf and possible relationships.

To make things even more interesting, it could be possible that a soldier doesn't report every dwarf who took part in the revolt, basing on the fame. Perhaps they could think that "Okay, he took part in the revolt, but he is so famous that perhaps I could just forget his part in all of this". [/quote]

I agree with most of that, except for the relatively meek punishments for rebels and deserters. If a fortress is in dire need of soldiers, the rebels/deserters might get off with only jail or beatings, but in real life, even just a few hundred years ago, the punishments were often a LOT more severe. In the Revolutionary War deserters from some American regiments were whipped several dozen times, and back in the Medieval times it wasn't unheard of for deserters to have their feet cut off, or for traitors to be tortured to death. Heck, I knew somebody whose dad used to live in Egypt. The dad said that the punishment for stealing in that country was to have your hands cut off (or at least it was when he left Egypt, which couldn't have been that long ago.
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Owlbread

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Re: Squad fame
« Reply #17 on: January 21, 2013, 11:13:56 pm »

The hand cutting is a part of Shariah law called "hudud". You can find it in several Islamic countries such as Nigeria, Saudi Arabia etc. I don't know how many states do it officially but the Saudis probably do. They behead drug peddlers with swords for god's sake.
« Last Edit: January 21, 2013, 11:21:20 pm by Owlbread »
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kiba

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Re: Squad fame
« Reply #18 on: January 22, 2013, 12:07:58 am »

I agree with most of that, except for the relatively meek punishments for rebels and deserters. If a fortress is in dire need of soldiers, the rebels/deserters might get off with only jail or beatings, but in real life, even just a few hundred years ago, the punishments were often a LOT more severe. In the Revolutionary War deserters from some American regiments were whipped several dozen times, and back in the Medieval times it wasn't unheard of for deserters to have their feet cut off, or for traitors to be tortured to death. Heck, I knew somebody whose dad used to live in Egypt. The dad said that the punishment for stealing in that country was to have your hands cut off (or at least it was when he left Egypt, which couldn't have been that long ago.

Presumably, whether or not the rebels get off lightly is the ratio of enemies to soldiers.
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Hughgee

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Re: Squad fame
« Reply #19 on: January 22, 2013, 04:43:50 am »

What about famous dwarves and squads attracting skilled military dwarves in migrant waves? I'm thinking "Professional" grade or above, to actually lend meaning to the rank. (Sorry if this has already been addressed. I am not having a good day for paying attention on things.)
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Carp McDwarfEater

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Re: Squad fame
« Reply #20 on: January 22, 2013, 07:12:19 am »

I agree with most of that, except for the relatively meek punishments for rebels and deserters. If a fortress is in dire need of soldiers, the rebels/deserters might get off with only jail or beatings, but in real life, even just a few hundred years ago, the punishments were often a LOT more severe. In the Revolutionary War deserters from some American regiments were whipped several dozen times, and back in the Medieval times it wasn't unheard of for deserters to have their feet cut off, or for traitors to be tortured to death. Heck, I knew somebody whose dad used to live in Egypt. The dad said that the punishment for stealing in that country was to have your hands cut off (or at least it was when he left Egypt, which couldn't have been that long ago.

Presumably, whether or not the rebels get off lightly is the ratio of enemies to soldiers.

Why should having one dwarf try to kill his commander and several others while they sleep be better than over having of the squad defecting? I think that unless nobody but the rebel(s) or squad leader got harmed and they had a good reason to try to replace the leader, they should get hammered. It would be annoying, but it'd make you think twice about giving a high position to a guy that will beat any of his underlings who have dirty uniforms.
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Owlbread

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Re: Squad fame
« Reply #21 on: January 22, 2013, 08:44:33 am »

People guilty of treason in Medieval England would have their flesh nipped off with red hot pincers while they wore a red hot crown to melt their flesh. Or maybe that was another crime... I know most famous figures from that time guilty of treason seem to have been hung, drawn and quartered, like our very own William Wallace.
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Kipi

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Re: Squad fame
« Reply #22 on: January 22, 2013, 09:42:59 am »

How about a rescue fame?

For example, 3 dwarves were caught in the open, got injured, but got rescued by a squad who mopped up the preps. Naturally, rescued thoughts will be associated with it.

Yeah, a dwarf that was rescued should get a happy thought. If the rescuer(s) are really famous, then the thought would be considerably better.

The problem is, how do we determine the "rescue"? One possibility could be that, if a civilian has a line of sight to enemy (wild creature or invader), a dwarf who makes the kill could be counted as rescuer. If there are more than one dwarf attacking the enemy, then perhaps that dwarf who makes the final blow gets better fame and rest of the dwarves get smaller fame boost.

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If a dwarf got rescued by his father, than the dwarf will think "got rescued by papa wolf", or "got rescued by mama bear" if it's his mom.

Yeah, this could expand the general case when the rescuer is not famous soldier. The thought could be better than with general situation but not as good as with really famous soldier. It should also disregard the current fame of the rescuer if they are relatives, so a dwarf who was rescued by his father, who happens to be a legendary hero, does not get the happy thought of famous soldier but the happy thought of parent instead. This could also be expanded to cover siblings and perhaps even friends.

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You could have dwarves who actually think the opposite of happy about rescue squad due to his hatred of authority, or is conspiracy minded, or he got a grudge against one of the rescuer.
Absolutely! Especially if the one who was "rescued" belongs to another squad. This would simulate the situation of "Damn it, I could have killed it myself! Why did that arrogant bastard come and steal my kill?".

On a side note, if several squad joins a battle, one of the less famous soldiers could get annoyed if a one of the heroes comes and kills the target, especially if the target would net a huge amount of fame.

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The more famous a rescue squad, the more suspicious some dwarves will be, although that will only be a small part of the population.(After all, what if the rescue squads like to arrive at the last minute so they can repeat rescue fame) The rest see it as simply straightfoward good deeds done.

If there is some kind of delay involved, then yes. But the suspicion shouldn't come easily, it should require several events. Basically, few times shouldn't cause any kind of suspicion, but if it occurs regularly, then it should.

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You could have specific fame for killing kobold thieves or rescuing children from the hands of globin thieves.

Yep, things like that should result a constant fame as a event, the resulting fame could be modified by some factors.

Well, I think if a squad called The Swords of Reluctance manages to infiltrate a goblin tower and assassinate their lawgiver, it would be cool to have them (maybe unofficially) called something like The Swords of Shadow instead. Or, if they storm an elven forest retreat and in the resulting bloodbath put every woman and child to the sword, they could be named The Bloody Demons. Of course, this could depend on perspective; the dwarves might see them as heroes wheras the elves would absolutely hate that squad.

That could work. If a squad is renamed after certain set of events (not done by player), then the fame of old squad name should carry over to the new squad name. In such case, the old fame doesn't change unless another squad is formed by that name, all the following events and fame changes affect the new name.

Also, as you suggested, the fame should be calculated differently from the perspective of other civilizations. Of course, not everything that affects the parent civilizations should affect the other civilizations. For example, kill/death ratio; while it's important from the perspective of parent nation, the other civilizations should pay too much attention to that. Instead, they should consider the amount of entities of that specific race the squad/soldier has killed. In other words, if a dwarf kills a human, then it should give X fame points in eyes of dwarves, Y fame points in eyes of humans and Z fame points in eyes of everybody else. X would always be positive, Y negative and Z would depend on the relations between the race of killed creature and the other race. For example, goblins would see the slaughter of human as positive thing while elves don't.

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Which brings me to my next point. I think that squads being renowned for things like extreme brutality or ambushing their enemies and killing them in their sleep could be cool, or on the other hand they could be known as honorable, and have a reputation of only fighting on the open field. Depending on their personality, recruits may not like joining a squad that pillages villages and executes everybody they capture, preferring a squad that punishes any of their men that go about looting and such after a battle.

There are two sides of this; personal preference and cultural preference. The cultural side could be controlled by ethic tokens, meaning that certain actions could be considered either good or bad. Personal preference should rely mostly to to the dwarf itself, though it should be slightly affected by cultural preferences. So yes, a single dwarf could see certain type of actions as bad thing even if it's culturally acceptable.

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I would like if this was extending into becoming a morale system that influenced thoughts, success in battle, and the rate of desertion. And regarding the last paragraph about recruits, generally I think the squad should be happy about getting reinforcements, but if some unseasoned conscript is sent in to replace a famous soldier who died, the squad shouldn't be happy.

Yeah, that's more or less like I saw it. In normal circumstances the squad shouldn't complain about the new recruits, even get a happy thought if they have been running around understaffed from some time. But a squad with long history and famous soldiers shouldn't be happy if the new recruit is unseasoned or even infamous.

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I don't know about dwarves always being upset about being led by a dwarf that isn't experienced or a war hero. Having the baron (probably with a large group of experienced soldiers as bodyguards) lead the charge should make the entire squad go into a fervor and fight better, but if the baron (or whatever other noble you send) is killed then there would be a huge loss of morale and some soldiers might surrender or flee.

It shouldn't always produce bad thoughts, only in extreme cases. Basically, if a squad that consist of famous soldiers gets a new leader that is not up to the rest of the squad, then the bad thought should occur. But only to those who could be considered better and more famous than the new leader, novice soldiers shouldn't mind.

As you said, nobles like baron should give a boost in morale during a fight. But what if the baron is known to be a bad leader? Why would they be more happy to have the baron as a bad leader instead of some random soldier as a bad leader? Again, some unseasoned recruits should feel honored to serve under the leadership of baron, but seasoned veterans should be able to see the faults of the baron, producing the unhappy thought. Of course, having a baron as leader, they would be less likely to do things like revolt or disregard orders than with random recruit.

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I agree with most of that, except for the relatively meek punishments for rebels and deserters. If a fortress is in dire need of soldiers, the rebels/deserters might get off with only jail or beatings, but in real life, even just a few hundred years ago, the punishments were often a LOT more severe. In the Revolutionary War deserters from some American regiments were whipped several dozen times, and back in the Medieval times it wasn't unheard of for deserters to have their feet cut off, or for traitors to be tortured to death. Heck, I knew somebody whose dad used to live in Egypt. The dad said that the punishment for stealing in that country was to have your hands cut off (or at least it was when he left Egypt, which couldn't have been that long ago.

This is something that should be controlled by entity ethic tokens. It's also important to remember that, at least right now, dwarves are actually rather scarce resource since there can't be too many living in the fortress without making the game nearly unplayable. Those punishments that I mentioned were thought with balance in mind. Of course, when we get to the point when a single fortress can hold hundreds, perhaps even thousand, dwarves, then the punishments could be worse. In that point the death of few legendary soldiers may not hurt as much as it does currently, with about 200 dwarves. To players with weaker computers, who must use lower population, it hurts even more.

Presumably, whether or not the rebels get off lightly is the ratio of enemies to soldiers.

Yes, but only if the rebellion occurs during a siege, ambush or such. And only if the rebellion happens in forms of disobeying orders. Desertion, overthrow and even murder shouldn't use that ration, unless we are talking about some of the very rare and extreme situations. The only situation I can think of is when the squad is greatly outnumbered and the leader still demands the soldiers to attack. In that case the ration between soldiers and enemies should be taken into account, otherwise not.

What about famous dwarves and squads attracting skilled military dwarves in migrant waves? I'm thinking "Professional" grade or above, to actually lend meaning to the rank. (Sorry if this has already been addressed. I am not having a good day for paying attention on things.)

That's actually a good suggestion! There are countless examples of such situations, even in modern world. Even in Middle Ages there were soldiers that were more than happy to travel far away to join a army that was known to be victorious, even if there was a high chance that they would never be allowed to join that army.
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You know, they could teach maths like this at school. "There are 105 dwarves in a settlement. A goblin invasion appears and 67 die. Then a migrant wave..."

Starver

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Re: Squad fame
« Reply #23 on: January 22, 2013, 10:25:58 am »

Back to the original premise, I have a quick-fix idea that works (more or less) with existing mechanics.  I may have missed it, if it was mentioned somewhere in/around that wall of text (skim-read it, saw some interesting stuff, but I already had this in mind).

The simple part of it is...

Adventurers have a reputation.  It relies on the adventurer telling someone of their exploits (this cannot currently be lied about, and this also currently then instantly becomes World News, telepathically, without any further effort on the Adventurer's part[1]...

Let's say that each combatant that survives and has been able to tell someone who is interested (say, has met at a social/meeting-point[2], and met someone else, possibly non-military...) gets their kill-tally (and magnitudes, if a single BC counts for more than a lowly kobold thief) noted, and gives them a reputation.

Then you just need squads to have a (current) reputation equal to the sum of their (current) members' respective reputations.  You could perhaps make an element of the reputation historic ("This is the unit that once had the six finest dragon-slayers in the kingdom, men...  you will be upholding this fine tradition won't you!?!" "Sir! Yes, Sir!"), but the current membership's tally should count most of all, for most purposes, IMO.


And then you can get complicated.... well, I don't know whether you'd have your greenhorns assigned to the "Elite" unit being awed or terrified by the company they now keep.  I suppose it should be a simple polynomial/composite curve that starts off eager to be there for the total n00bs, the somewhat battle-scarred wouldn't get this boost and might be concerned at what nut-cases they've found themselves in amongst, and a new squad-member who has had a similarly amount of experience just gets on with things with his or her equals, without benefit or loss, unless there's a personality clash that can be magnified.   (Reciprocally, a big-rep guy might have differing feelings towards greenhorns than towards your work-a-day soldiers, positive or negative.  Again, I suppose personality comparisons could be a factor as to precisely how unequal experiences mesh/clash.  But this is more complex than the core idea need actually be, and I'm starting to waffle about something I never even intended to go into, now.

(Don't forget that there's a difference between a true noskill conscript being assigned into a unit where they're expected to learn something from demonstrations and a never-seen-combat but hypertrained individual newly assigned to perhaps replace the last "Legendary Hammerer" who fell in battle.  And, again, personalities might come into how welcome this individual is, and how welcome they feel they are...)

But if you can quantify 'rescues' and the like, that would obviously go into the original personal reputation, the rest treated as already said (mostly current rep, maybe some historic rep tied to "continuity" of the basic unit structure... you couldn't just farm off everyone to new units then recreate a unit with the same name to get the reputation... or ought you be able to?  ..and "Swordsmen of Valour" getting some reputation boost by their association with "Macemen of Valour"?  That's a tricky one.)


[1] I personally tend to save up a couple of dozen kills from a two or three settlement's-worth of quest-getting until I find someone important.  I get more than enough additional targets (given for a few world-tiles travel between said settlements) to keep me happy, and I don't tend to take companions so don't need the rep).

[2] Apart from anything else, it'd make them useful.  I only make a Meeting Zone as a default congregation point for animals and migrants, and never expect any of my guys to have enough free time to do much socialising there.
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Carp McDwarfEater

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Re: Squad fame
« Reply #24 on: January 22, 2013, 04:45:25 pm »

Well, having a baron that's a particularly bad leader should be rare in my opinion, as they either obtain their position by being a good leader or by inheritance, in which case they'd likely have been groomed for the position by their parent. But in the case that there was a noble that's a bad leader, I think that disdain for them should be determined on the dwarf's personality, not just based on their skills.


As in for the issue of punishments for rebels/deserters, I'd argue that it's more balancing to have them hammered. If they only get beat and end up with a few bruises, who would even care giving leadership roles to dwarves that would make good leaders? In my opinion you shouldn't be able to draft ten green soldiers, tell them to train for a few years, give out their uniforms, and then have a good squad. You should need a capable and respected dwarf as a leader, and good leaders shouldn't be very common.
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kiba

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Re: Squad fame
« Reply #25 on: January 23, 2013, 01:19:14 am »

If you can lie about your kills, than it would make sense a system of headhunting evolving similar to what the samurai do. This is so to prove that the dwarf had in fact killed the enemy.
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Starver

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Re: Squad fame
« Reply #26 on: January 23, 2013, 07:43:16 am »

For no particular reason, I've been hauling around the skull (obtained from butchering) of a Giant Tiger I was sent of to kill with my current Adventurer incarnation.  Nobody's asked to see it, but it's hardly any weight, compared with various other spoils I'm carrying[1] at the moment.  It'd be nice to gift such things to a local ruler.

How this'd translate to Fortress mode, I don't know.  But perhaps (in a reversal of this) enemies' bodies (with a possible exception to the no-butchering-of-sentients rule, or substitute with a representative object, such as  "the helmet of the goblin king" instead) could be decapitated by a butcher (or otherwise handled by a taxidermist-analogue) and the result given to the hero.  Or available to be 'installed' somewhere.  Perhaps in their accommodation (personal or barracks), training area of the meeting hall.

But that's for local heroes.  A roving ronin (in Adventure Mode, unless transient and roving warriors start to play a part in Fortress Mode as well) probably wouldn't want to have a trophy room of their own (although... get enough Rep as Adventurer and you could be allowed  to take over an empty home as an automatic base/store in that particular area?) and would instead be best honouring the local lord, or whoever. Or giving an item as a "gold watch" retirement gift to a follower they were relieving of service due to injuries received...  Or any other reason you can think of...


However, back to the subject at hand, being associated with a trophy could probably boost the rep, even if it isn't needed to support a report in the first place.




[1] As an aside, just arrived in a new region, and went to a walled town, hoping to divest myself of a number of weapons pillaged from a bandit camp or two that I visited on the way here, to lighten my load and get some local currency.  Found the shops, but no shopkeepers!  Eventually, half-way round the perimeter walls, I found a lonesome spearman.  Haven't bothered reporting my old kills to him, but I asked if he had anything I could do for him...  By the time I left for work I'd received 70 (seventy!) suggestions for vampires, werebeasts, bandits and necromancers.  (A few of these are on my "done" list.)  About half a dozen of them were vampires in the local area (many of them in the sewers, with two or three thousand kills to their names... No wonder it's empty.  I had to leave the game mid-conversation, to continue when I get home tonight, annotating my region map and populating my spreadsheet accordingly...  Looks like I've got some work ahead of me. ;)
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