Ideas for Auxiliary

Started by Vlaid, September 24, 2014, 11:24:20 PM

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Vlaid

Just some ideas I had while talking on IRC about some ways to incentivise Auxiliary to more Machine-oriented activities while also giving them a little more than they currently have.

First, create a favor shop for the Auxiliary with supplies or things that make sense for them to get access to via favor. Then...
  • Gain favor from making Machine repairs instead of gold (or in addition to, whatever makes sense reward-wise)
  • Gain favor for killing chosen in the Machine
  • Gain favor for turning in baublium/machine parts to an Auxiliary NPC that isn't level restricted (so that the xp/favor can be scaled/limited in a different way)
  • Gain favor for killing rogue animatrons in the Machine
  • Possibly a very small favor wage while in the Machine?
Just some ideas, but I think it makes sense for the Auxiliary to have some kind of favor system to encourage them to these kind of activities and feel some sense of satisfaction for doing them in the favor they receive in return.

Quote from: Howland;407689I'm worn out with repeating myself that the  "machine repair system" is one of the dumbest things in EFU and only  remains because it'd be more bother to remove it than it would be to  leave leave it in with its very trivial gold reward. I guess I probably  should just figure out how to remove it altogether though since it keeps  coming up.

If indeed the "machine repair system" is removed, the following is an idea that might serve to replace it:

Now and then a problem arises within the machine, which is in fact a random generated keyed to Auxiliary. You would get the message via the same way the current system does and the random would be a self-contained problem (rats, chosen, scrapper party, ect) with self-contained rewards. Or possibly tied to the favor system. The randoms could also be locked behind needing Auxiliary keys/codes to get into. These randomly generated problems in the Machine would not be able to be generated by players causing the problems intentionally obviously.
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cmenden

Obviously, I think this idea's super awesome, but I'd also add that the current machine repair system needs an overhaul!

It was brought to my attention that the rewards are REALLY low because it's an infinitely repeatable quest essentially. I believe the best solution would be to make it more like a normal quest that gives a set amount of gold that increases based on how many people "take the quest" and the quest can only be done once per reset.

Worst case scenario, Aux PCs group up for a Daily Machine Trip, but honestly this would just make the IG reality more closely match up with what we're supposed to be seeing from the Auxiliary!

Howlando

QuoteI'd also add that the current machine repair system needs an overhaul!

I'm worn out with repeating myself that the "machine repair system" is one of the dumbest things in EFU and only remains because it'd be more bother to remove it than it would be to leave leave it in with its very trivial gold reward. I guess I probably should just figure out how to remove it altogether though since it keeps coming up.

wundyweiss

I would argue that the system is only dumb because of how exploitable it is by people who have tons of free time. Like Cmenden is saying, make it more of a quest so you can only do it 1/day, but you can add people to it and give out reward for everyone instead of only the auxillary who wanted to bring some dudes along and gives them nothing. It should have always been implemented as a quest, instead of a placeable that can be repeated indefinitely.

Howlando

It remotely doesn't make sense for any number of reasons, not the least of which is that the stuff in the Bowels is hardly anything that the Spellguard is really directly fixing. Their machinery projects are generally located elsewhere, or those in the ruins would be more clearly Spellguard related.

Vlaid

Quote from: wundyweiss;407690I would argue that the system is only dumb because of how exploitable it is by people who have tons of free time. Like Cmenden is saying, make it more of a quest so you can only do it 1/day, but you can add people to it and give out reward for everyone instead of only the auxillary who wanted to bring some dudes along and gives them nothing. It should have always been implemented as a quest, instead of a placeable that can be repeated indefinitely.

I think it's less about giving Auxiliary a 1/day quest for rewards and more about giving them a system that gives them a reasonable purpose to be in the machine "doing machine stuff" on a semi-regular basis.

As well as just having something to do outside of questing when it's off times and there's less stuff/RP around to get into.
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Howlando

Getting favor for killing Chosen makes sense to me, I'll look into it.

Ryan

Machine repairs aside, I think mini-quests for killing certain hero spawns of animatrons or Chosen would be fitting for the School of War auxiliary, since the repairs seem more tailored towards engineers.

I would be kinda sad to see repairs go completely out the door, however, as it was one of my favorite parts of being an Auxiliary - uh, XP and coin reward aside (which was insane back in the day,) that is. It really hammered home the sense of being menial Spellguard workers working in an insanely dangerous area. I wouldn't mind seeing something replace it if the current system is considered inappropriate.

Vlaid

Quote from: ShadowCharlatan;407722Why do none of these suggestions have  anything to do with interactions with other players? Or with the unique  place/potential of the Auxiliary in narrative terms?

Presumably because any changes to the place of the faction in a narrative sense has to come from player actions IG and not through the OOC mechanism of the suggestion forum.

Quote from: ShadowCharlatan;407722The biggest 'problem' with the Auxiliary is that they are too dependent  on proactive Spellguard PCs for orientation, guidance, goals, plots,  etc.

Agreed. The point of the suggestion is to create a reason and something for them to do outside of Agent involvement. Patrol, enforce, delve into the Machine. Conflicting with Sojourners, Scrappers and general hapless explorers infringing on the Machine as their sovereign territory. Maybe that could use some enhancement in ways beyond just the Auxiliary's end?

Quote from: ShadowCharlatan;407722I'd much rather see Spellguard Agents giving out points, redistributing  points from one Auxiliary to another, setting IG priorities and rewards,  etc. Than just have some generic systems which PCs milk every day for  their bucket of XP/GP/Favour/whatever.

I'd love to see a system like that but it just makes the faction even more dependent on a strong and active Agent to function correctly. The Auxiliary are exposed to nearly as much hostility and threat as Agents (perhaps moreso because people know how little authority to do anything they have) but have very little to help them deal with that threat beyond being just another adventurer.

Quote from: ShadowCharlatan;407722Anyway, in my view, what the Auxiliary needs more than anything is some  sort of purpose/definition/reason-for-existence besides being an  'employee'. As well as an enhancement of the 'employee' dynamic between  Agents and Auxiliaries. The sorts of things that might actually create  conflict, cause PCs from one faction to want to conflict/cooperate with  PCs from other factions, and PCs in general... for reasons other than  "wanna quest?"

Agree 100%. I am trying in my own way, slowly, but it's an enormously challenging and time consuming issue to tackle from a purely PC angle.
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VanillaPudding

QuoteWhy do none of these suggestions have anything to do with interactions with other players? Or with the unique place/potential of the Auxiliary in narrative terms?

Because scripted systems aren't a massively important means by which players interact, establish relationships and conflicts, advance, learn of setting lore (so it isn't metagamed), and in turn advance the narrative you're so quick to shield your complaints with? (Quests, bounties, puzzles, explorable areas, associations themselves, secret areas and passages, etc)

Zango_Unchained

I suggest, taking auxiliary off the normal association list, make it more of a prestigious "Stygian infantry man" position. A high-teir merc/guard who doesn't have the powers of a watchman of course, but wields the power of the spellguard outside of the shield with legal authority. This will require IG changes, but honestly making it a hired help association and just watching people join it to run around the machine and "fix problems" or "patrol the bowels" just seems clunky. It would be better if the spell guard invested more in their dedicated soldiers and it wasn't so much of a haphazard 'You want in? Your in." kinda deal. This would reduce the amount of people who would abuse the systems in place, it would give them a point of being there for if your apping to join it it clearly means you have defined goals.

All and all, I don't think any aspect of the SG should be red-shirt. And if the all powerful mage lords of sanctuary need red-shirts, a pc/npc can just make a sending.

I love cats

I am 100% in favor of getting rid of the Machine repair system as it currently stands  is a joke.  I recall a time when a member of the Auxilary IG asked my Spellguard aspirant to not repair an obviously broken problem in the machine....I eventually find out of course that this reason was I curbed in on farming.

I think this system has contributed to farming, and there are already things to salvage in the machine such as Animatron parts, and Baublium for gold. I would be more in favor of a rather dangerous repair systems deeper in the machine that involve securing an area for a certain period of time. (Repiairing the system of course triggering chosen or Animatronic spawns.)


As for questions about the Auxilary's role, and so forth. I believe factions should be a place for players to advance their own unique agenda, interests and ideas.Goals, and plotting are endless all a faction does is give you greater chance to make friends. Never let the faction define your character but your character define the faction. If you need to rely on NPCS or PC Spellguard authorities for plots, and an agenda you need to reevaluate your playstyle or the way you make your characters.