Ally (no ontology)

From Mazeworld

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'''Having an ally joining''' is one of the [[Abilities|abilities]] of a [[Contestant|contestant]]. This is a particular ability which affects the contestant's [[Encounters|encounters]], as he/she attempts to tame, convince, or hire one of them to help him/her out in his/her progress.
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When a [[Contestant|contestant]] convinces, hires, or otherwise acquires another creature as a temporary or permanent companion, it is said they have obtained an '''ally'''.  
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Attempting to perform this is based on '''roleplaying skills''', and every monster has a different behavior; some may be completely insensitive to taming/convincing attempts, while others are much easier.
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There is a difference between a peaceful creature and an ally ; a peaceful creature is merely sympathetic of the Contestant, an ally actively joins the Contestant and will fight along with him/her, on the same side. Generally speaking, allies are acquired for protection, as they offer an extra target and extra firepower to apply on enemies. They can also fit the role of pack mule; many creatures are capable of equipping weapons and load-bearing gear, which allows them to have their own inventory to share with the Contestant if needed.
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=== Causes and effects ===
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Though not technically an [[Abilities|ability]], the act of convincing another creature to join the Contestant can be considered one; it is possible to acquire allies through pure roleplaying. Otherwise, as is the case for mercenaries, allies can be obtained at least temporarily by hiring or purchasing their services, if they are for hire. There also exist cases where creatures will offer themselves as allies free of charge, and cases where peaceful creatures will follow the Contestant on their own volition without being allies, but supporting them the same way (they are however free to leave whenever they desire).
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*Being a special ability related to encounters and not the contestant himself/herself, it is '''not subject to any cooldown'''.
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*Successful ally join allows the creature to follow the contestant around and provide him/her with a '''companion for chatting''' (if the creature can speak or understand human speech), '''helping according to the creature's abilities''', as well as providing a '''battle partner''', which will attack after the contestant, but before the enemy does.
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*Not all creatures can join the contestant the same way. For example, ''certain'' animals (such as the [[German shepherd|german shepherd]]) can be tamed if offered certain [[Food|foods]], but humanoid creatures may be talked to and can be convinced, or paid. Refer yourself to every specific encounter's page to know more about ally joining methods.
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*Depending on the creature that became the contestant's ally, they may need different forms of attention, and cannot use all items a contestant can use. For example, an animal ally (such as the [[German shepherd|german shepherd]]) that was tamed cannot be fitted with [[Clothing and armor|body armor]] or wield a [[Weapon|weapon]].
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*Depending on the situation, an allied creature '''can turn into an enemy again''' if the contestant '''berates, irritates or deliberately''' attacks it, depending on what creature it is and what behavior it has.
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=== Statistics ===
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=== Limits ===
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An ally may have different stats tracked according to what kind of creature it is.
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The Contestant may only have the following:
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*If it is a human, it will have '''full stats tracked''', like a contestant. This includes clothing and armor, as well as weapons and backpack.
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* '''1 ally of any species''' maximum
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*If it is a humanoid youkai, same as above, except clothing, wounds, broken and severed limbs.
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PLUS
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*For everything else, same as above with Backpack removed as well.
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* '''1 hired mercenary''' maximum
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If desired, it is possible to hire two hired mercenaries, if funds allow.
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=== Morale ===
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Allies have a hidden statistic known as '''morale'''. While unseen, this statistic is important as it reflects the overall mental health and mood of the allies. When neutral, morale is said to be '''stable'''. Positive morale levels are called '''good''' and '''great''' in order of importance, while negative ones are called '''poor''', and '''terrible'''.
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In rare, extreme cases, an ally may also become '''fanatical''', which translates into extreme, unbreakable devotion, and is generally reserved for creatures who are so attached or so devoted to the Contestant that leaving his/her side isn't even a remote consideration. Fanatical allies may go above and beyond their duty, request less pay for a hiring contract, or otherwise beg the Contestant to keep them at their side.
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On the other end of the extreme scale, an ally may fall into '''panic''' and lose control. Creatures in panic state are generally gripped by fear, terror, or hatred, and will try to flee the Contestant, turn on him/her, or will otherwise be very inconsistent and useless in combat; refusing or inability to follow orders, not moving or attacking, and so on.
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Morale levels can be '''seen''' when using the [[Bionics|Social Interaction Enhancer]] augmentation, which may allow the Contestant to better care (or not!) for his/her allies.
== See also ==
== See also ==
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Abilities marked with a dagger † denotes an action that may not be described when a player is using the [[Gameplay mechanics|censored mode]] of the game.
 
*[[Statistics]]
*[[Statistics]]
*[[Abilities]]
*[[Abilities]]

Revision as of 12:14, 4 June 2015

When a contestant convinces, hires, or otherwise acquires another creature as a temporary or permanent companion, it is said they have obtained an ally.

There is a difference between a peaceful creature and an ally ; a peaceful creature is merely sympathetic of the Contestant, an ally actively joins the Contestant and will fight along with him/her, on the same side. Generally speaking, allies are acquired for protection, as they offer an extra target and extra firepower to apply on enemies. They can also fit the role of pack mule; many creatures are capable of equipping weapons and load-bearing gear, which allows them to have their own inventory to share with the Contestant if needed.

Though not technically an ability, the act of convincing another creature to join the Contestant can be considered one; it is possible to acquire allies through pure roleplaying. Otherwise, as is the case for mercenaries, allies can be obtained at least temporarily by hiring or purchasing their services, if they are for hire. There also exist cases where creatures will offer themselves as allies free of charge, and cases where peaceful creatures will follow the Contestant on their own volition without being allies, but supporting them the same way (they are however free to leave whenever they desire).

Limits

The Contestant may only have the following:

  • 1 ally of any species maximum

PLUS

  • 1 hired mercenary maximum

If desired, it is possible to hire two hired mercenaries, if funds allow.

Morale

Allies have a hidden statistic known as morale. While unseen, this statistic is important as it reflects the overall mental health and mood of the allies. When neutral, morale is said to be stable. Positive morale levels are called good and great in order of importance, while negative ones are called poor, and terrible.

In rare, extreme cases, an ally may also become fanatical, which translates into extreme, unbreakable devotion, and is generally reserved for creatures who are so attached or so devoted to the Contestant that leaving his/her side isn't even a remote consideration. Fanatical allies may go above and beyond their duty, request less pay for a hiring contract, or otherwise beg the Contestant to keep them at their side.

On the other end of the extreme scale, an ally may fall into panic and lose control. Creatures in panic state are generally gripped by fear, terror, or hatred, and will try to flee the Contestant, turn on him/her, or will otherwise be very inconsistent and useless in combat; refusing or inability to follow orders, not moving or attacking, and so on.

Morale levels can be seen when using the Social Interaction Enhancer augmentation, which may allow the Contestant to better care (or not!) for his/her allies.

See also