Board Thread:Suggestions forum/@comment-27170788-20151115231513

Just a couple small thoughts I had...

It would be cool if, when fighting, enemy troops had a small chance of being captured instead of killed. In order to capture units, you would have to have an army and enough units not already in charge of other prisoners. Prisoners would follow the unit that captured them, but the capturing unit would not be able to fight while in charge of a prisoner. Prisoners would teleport with their captor.

At any time, you could click on the prisoner and interact with them, choosing to take charge of their captivity yourself. Prisoners under your command would follow you or, if told to stay put and left in a contained area, would remain where they were and not follow you.

With the addition of prisoners, would come chains. A board with manacles could be hung on the wall or floor, and right clicking it would open a menu to choose a prisoner to shackle. A shacked prisoner would be unable to more more than a few blocks from the board their manacles are attached to. Chains could be forged from different materials- some cheaper than others, but also less sturdy. Chains could also be found spawning naturally in some structures- such as in the dungeons of wood elven towers.

Both naturally spawning units and hired units would not attack prisoners. If spoken to, prisoners would could react in a variety of ways depending on their race and how you treat them. Prisoners could be offered food and drink. Doing this frequently would increase their friendliness to you and make them less likely to be rude. Being kind enough to a prisoner might even convince them to switch sides and fight or work for you instead of for your enemies. Some races are easier to befriend as prisoners than others. By the same token, attacking or harming a prisoner will decrease their friendliness and make them much more likely to be rude toward you. Rude prisoners are good for decoration in builds and not much else.

You could confiscate items from prisoners. In order to utilize a prisoner's willingness to work, you'd have to provide them with a proper tool- a sword or bow for battle, or a hoe for farm work.

Animals such as wargs, spiders, woodland elk, etc. could also be captured. Captured animals would usually remain hostile toward their captors, and may even attack them if not properly contained. However, captured animals can be bred, and the young taken away from the hostile parents and raised by the player. If the young is raised a certain distance from the parents, the young will not be hostile and will be tameable. As with prisoners, your allies will not attack imprisoned/hand-raised animals.

Animals can be chained, however with some strong creatures (wargs, rhinos, etc.) there is a chance they may break their chains. Weaker chains (bronze, etc.) would break more easily. Very strong chains (mithril) could not be broken- at the cost of being very expensive to produce.

Also, right now Slaves of Nurn are dreary, hopeless souls with little happiness. I know rebellions are planned, however this is somewhat different from that- at least as I picture rebellions.

By entering Nurn as a good player, you could have the chance to liberate slaves and give them a new life. In gratefulness, many of them would likely side with you. Killing a slave trader would cause several freed slaves to appear nearby. Dismissing slaves would also give them their freedom. Freed slaves are much happier and hopeful than those still trapped in slavery. Good players (- Mordor alignment) who speak to naturally spawned slaves have a small percentage of convincing that slave to join them and fight for freedom- the cost being that you'll speak to them at your own peril while trying to avoid attack. These slaves would follow the player like normal hired troops and fight alongside them until the player escaped Nurn. Once outside, many slaves would pledge their allegiance to their rescuer and join them as normal hired troops and/or farmhands. A small few would be ungrateful, however, and refuse to join the player.

I know both these suggestions would require a lot of code and time, but they'd be cool to see at some point in the future. 