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Author Topic: Gameplay and design discussion  (Read 320487 times)

Goldo

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Re: Gameplay and design discussion
« Reply #795 on: February 23, 2021, 06:35:01 pm »

Just for the notice, NOT taking the "group sex likelyhood +50%" perk is semi-impossible in an actual game. The Escort tree is almost mandatory for any girl doing actual sex work. Unless you are indeed planning for a brothel without any sex going on. ;)

Point taken, but where would you place it then? The Escort tree is the 'group' tree now, although I guess we could scatter the group bonuses among different trees if you want to gate group sex further.

Plus, you may put the names in separate lines, making the overflow issue disappear.
That's exactly the overflow I'm talking about. I think the report does scroll? But in either case, such a situation will just make the report semi-useless, so I'd prefer if only about the first three rebels were mentioned and the rest you have to find yourself (as punishment for letting so many of them get out of hand :P ).

That part of the report has no viewport yet, but that wouldn't be too hard to add.

Edit: Actually, I think the easier and cleaner way is to include the list of striking girls in the detailed night log. Arguably it's one click away from the brothel report, but it will avoid cluttering the UI with an additional viewport and sidescrolling bar.
« Last Edit: February 25, 2021, 11:45:50 am by Goldo »
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Chris12

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Re: Gameplay and design discussion
« Reply #796 on: February 24, 2021, 04:04:43 am »

I think thematically the perk is in the right tree. I don't think I would move it.

Balancing those trees is yet another matter. I think the perk may be more beneficial to the player from an economic POV (as stated, it improves pretty much everything from gold to JP) than some ultimates. However, that is still based on an old investigation. There have been many changes since then - I'd like to postpone any suggestions until I have up-to-date numbers.
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Goldo

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Re: Gameplay and design discussion
« Reply #797 on: February 25, 2021, 10:49:01 am »

I kinda liked the symetry with 'Refined Taste', but I agree symetry is a weak argument as far as game balance is concerned. ^^
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airwall

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Re: Gameplay and design discussion
« Reply #798 on: Yesterday at 07:02:25 pm »

What exactly is the purpose of "nude" training? What is it used for? What is improved by training it?
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Jman

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Re: Gameplay and design discussion
« Reply #799 on: Yesterday at 08:42:29 pm »

What is it used for?
To get the girl comfortable with being naked, including the ability to strip and clothe her (at will, eventually).

What exactly is the purpose of "nude" training?
To improve her 'naked' preference score, and maybe some other stats as a byproduct. You can always do some less conventional things as well, like making a reluctant girl train nudity, then punish her for it. Or have Gizel do nudity training as a preparation.

What is improved by training it?
Naked preference, obedience, libido, body, love/fear/mood.

If you mean what it's ultimately good for, 1) eye candy and 2) a moderate boost to income from girls who performing a non-sexual job while naked.
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Leortha

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Re: Gameplay and design discussion
« Reply #800 on: Yesterday at 09:17:17 pm »

And raising their naked preference helps to unlock the ability to train in the other sex acts.  There are several ways to unlock the ability to train the down-list acts, with raising the preference of the ones above them being one of the simplest.  And the ability to train nudity is unlocked from the start, so training it serves as the starting point for unlocking the rest.
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