Open stb-stb opened 6 months ago
I sure would like higher level on restraints, but I don't think scaling it with level is a good idea.
I would rather it being tied to other elements, like BDSM skill level instead?
(Personally I would also want to be able to upgrade restrains, but this is out of scope of this PR)
Note: I'm aware this can always be changed again in the future.
Level of restraint: expresses how effective the restraint is and because there is no special number for condition/quality of the item in the game, I assume that the level can expresses this as well. That's why I also implemented that it can get damaged during removal causing level lowered. (different PR)
Leveling the environment together with the character is generally problematic in any game. Degrades character progress but keeps gameplay. I chose non-linear growth not dependent on BDSM skill to makes sense for players to improve BDSM skils. It just becomes more difficult to escape over time and it will make more sense to improve skills get keys, lockpickers, cutters and friends who will help with the escape.
Upgrade restrain: yeah, going to the workshop and making one with a higher level from two with a lower level should be easy and it will make sense.
A restrain losing level is a bit problematic, maybe a new "condition" property would be better, a "condition" is how well an item is maintained, and would make it easier to escape if it's in bad condition?
If it's 0% it get loose (auto unequipped) and cannot be put back on?
I don't think so, adding "condition" would add another thing the player has to worry about. This is good for unique artifacts, but here are items rather consumable. Level easily expresses in one number how good the thing is from which it is derived how difficult it is to escape. The possibility of losing level elegantly solves several things. Penalizes escape by brute force, or destructive tools, allows things to wear out naturally and finally, in the later stages of the game NPC's can use high level items but the player will have harder access to them.
The game is balanced around restraints with levels 1-5, I don't see the reason behind adding more :o. I would honestly keep stuff as is, some scenes already use high-level restraints. I don't mind high-level restraints but only for special scenes, you know? Random stuff should be fairly easy to struggle out of, that's my reasoning at least
At the beginning, yeah, but once you know how to play mini game and have some perks, the effectiveness of the restraint quickly drops to zero, that was the primary reason why I opened the code and started to investigate how to "fix it". Almost all the changes I made aimed to one thing to keep the fun level of bdsm in the game. The first attempt with hard struggling was fast but not the best. I found that it needs to be made it less dependent on the minigame. Maybe it's just my personal kinky preference but restraints could bring more other gameplay elements like slow motion with legs tied, stamina consuming crawling up to no move when tied to something. Chains making noise and attracting guards, mittens preventing use elevator etc. Other inmate could help with the removal, for free, for a reward depends on relationship. But the primary condition is hard-to-remove restraints.