NokiMo
lustfulillumination
lustfulillumination

patreon


[Poll] Blood Thirst and Compassion

Hello everyone, Corintio here!

Today I was entertaining the idea of how to improve the feel of Kalyskah's hunger.  And then I went through old documents and was reminded of something:

Kalyskah is a monster. She needs an active effort to prevent herself from acting like one.

With that in mind, I started to wonder about ways to achieve this feeling and the answer was right in front of my face: The Tendency System!

So the idea is that compassion is a slider from 0 to 100. Right now, we have that the lower her compassion, the higher her Sorcery attribute will get. I didn't know if you noticed that, but if Kalyskah reaches 0 of compassion she gets up to +5 on her sorcery attribute.

And sorcery influences not just the damage caused by her magic, but also how much blood she gets while biting a victim, and how much health she recovers while hitting an enemy while the bloodbuff is active. Yes, we have a blood steal system implemented, so the trail effect on Kalyskah's weapons gets red when she has the blood buff active.

Now on the other hand, the higher her compassion, the higher the threshold for her eyes to go red and her skin to get pale, which is her Hungry state. Right now, when she's hungry, she gets a bonus on intimidation rolls, and a penalty in persuasion rolls and that's also what triggers whether or not she'll receive damage from sunlight.


But I want more.

I want the player to feel that Kalyskah's true nature is selfish, violent, and sadistic. And that it's her rational mind and active choices to be better that prevent her from falling spiral down into a path that can turn her into a bloodthirsty beast.

And that culminated in two potential ideas that I wanted to hear your thoughts about:

Thirsty locking compassionate dialogues:
   Imagine Kalyskah's current compassion rating is 60. If the player chooses a compassionate choice that adds a point on compassion up to 50, that prompts a message that says: "Compassion didn't change" and the dialogue option is displayed in white. If Kalyskah's compassion is below 50, the dialogue option will show in blue and the player will get a +1 on their compassion tendency.
  With that in mind, my idea is that if Kalyskah is thirsty unless her compassion level is already above the value of that choice, she won't be able to make it. That would lock her into either neutral or monstrous\violent options when her eyes are red. This is a simple solution that will make it so that if the player plans to make Kalyskah fight her own nature, they will need to help her feed before entering a dialogue with someone they care about.

Frenzy during gameplay:
   
Another idea I had was that the thirstier she gets, the higher the chance of her losing control for a few seconds and grappling someone who is randomly close to her to feed. That's not something we can implement until we finish transporting the game to Unreal 5, but I would also tie this chance to her compassion. In that case, the lowest her compassion, the lowest the chances of her losing control. This means that when she's more inclined to act according to her true nature, this inner anger and frustration won't take the best of her when she doesn't want to.
   The problem is: I don't like this idea. In classic vampire novels, vampires act monstrously because that's just who they are. And so is Kalyskah. This thing of losing control and attacking people at random makes it too close to the most modern portrayal of vampires in tabletop games, which is something I rather avoid. Kalyskah is inspired by vampires like Carmilla, Dracula, Lord Ruthven and the Vourdalak Family, she's evil because it's easy for her to be evil. Not because she has a beast inside of her that takes over when she loses her temper.
  So with that in mind, I don't want to implement a frenzy system in the game, and I rather leave things just tied to her dialogue options.

What do you think?


Comments

Just like most players mention above, we don't want the game to be complicated, it is better to have all options available, but rather thirst and huger should be related to powers, combat and sex. I have an Idea if she is hungry or thirsty, she will NOT use weapons in combat, but rather she will use hand to hand, biting and sorcery instead. also life steal automatically activated. if she is full, then she can use all the weapons and gears again. Btw, can we request a map system? I don't wanna get lost.

Mitch

Why not combine Succubus and Vampire lore together? (i.e. tie a lust, compassion, and hunger meters together). So she get lustful when thirsty, if she keep on satisfying her lust only without feeding (player choice) she turn into a frenzy mode (once let's say hunger meter reach 200%). Can also simply add a perk that the player unlock and player decides which one to go. So In your case I think lust, compassion, hunger, and player choice traits/perks are variable to play with that determine outcome with a 100 and 200% value to play with.

lala5614 lala


Related Creators