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[Request] Separate leaders

LuneverLunever Member Posts: 307
Current behaviour:
If you have an uncharismatic tank and a charismatic bard you either get a lot of bad negotiations or a bard that is killed as often as the one in "The Gamers 2".

In a paper/pen roleplaying party you usually allow the bard player to take a more active role in dimplomacy and the tank a more active role in combat confronations.

Desired behaviour:
I suggest assigning a social leader and a combat leader separately.
Post edited by Lunever on

Comments

  • GrammarsaladGrammarsalad Member Posts: 2,582
    Perhaps there could be a dialogue option that goes something like, "you should probably talk to x"...of course this might have to be 5 options unless you could assign a "face"
  • ElectricMonkElectricMonk Member Posts: 599
    This would be nice, I often end up switching out my uncharismatic tank for my charismatic druid or cleric pretty frequently, and it sucks when you want your PC to take the lead in dialogues but he can't be in the lead all the time since he's not tanky enough. this might be difficult to implement, but it would cool if they did. It could basically run as it does now except that you'd have selected a separate "social" leader that isn't in the leader position that would simply always initiate dialogue when your whole party was selected and you clicked to talk to someone.
  • LuneverLunever Member Posts: 307
    @Grammarsalad: Actually a combination of your and my suggestions would be even better: You can select a social leader (independently from the front tank), and if an NPC talks to some other PC of yours, you get the line "You should probably talk to [SocialLEader]". (always having 5 such options there would clutter the dialogue box to much and distract from what the NPC has actually to say)
  • lansounetlansounet Member Posts: 1,182
    Add party formations (although some already in game do that) so that slot # 1 portrait can be in the backline?
  • LuneverLunever Member Posts: 307
    Actually there already are some party formations that do that, just not the ones I favour most - though a party formation editor would fix that.
  • ElectricMonkElectricMonk Member Posts: 599
    @lansounet yeah there are party formation options that allow for the party "leader" to not be at the front, but these options are pretty limited. I guess some expanded formation options could do the trick.
  • DrugarDrugar Member Posts: 1,566
    I don't really see the problem, if you want a new partyleader for conversations, you drag it to the top, which is 2 seconds work. Considering most social interaction is done in in bulk (several conversations before combat again), you'd only need to do this occasionally.
    Assigning combat leaders and social leaders just adds another function that will, in my expectation, probably confuse newcomers and old schoolers alike.
    As mentioned, changing party formation fixes the problem.
  • WardWard Member Posts: 1,305
    edited June 2012
    I don't want my NPCs to speak for me. I am the leader and the main character. It just so happens, NPCs will speak to anyone who is closest to them, but they'll assume it's you.

    And if you happen to have low stats, I don't think it'd be fair if other characters could speak for you. They can chime in to add to the fun, but they shouldn't just assume authority. If your main character has low CHA then you've just got to take it. Or use CTRL 8.

    I'd just remove those checks from the game, having CHA just so I can play the game is dumb.
  • lansounetlansounet Member Posts: 1,182
    edited June 2012
    Those checks are very few comparatively to all the dialogs, I could only find one that's initiated on nearest party member that does a stat check on the party member they are talking to and it has barely no consequence. In a little research I conducted a few hours in my game files. It's in that other thread about this same -fake- issue
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