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No that's not included. It uses the Dungeons & Frames OP post's first half for modification purposes. I'm drafting the second half from scratch.
On the other hand... I technically have some degree of leeway on /one/ part to potentially incorporate something ish along the Magical Girl line of things. But that'd be something fairly rare in comparison (and requires a specific category of places to encounter).
So basically, magical girl/boy isn't really a core part of this design, but it technically is plausible to some extent for a specific sub-set. Though that's if that's included.
Avenue for lewds...Higher Female to Male ratio due to some catastrophic event? Certain drugs that Pilots use also affect thier libido? Thinking of those are always tricky.
One way that popped up by muse initially was a sort of "Bond" system for gauging relations level as well as the degree of non-deflection by captured enemies that you've employed as your own.
Of course, the problem with that I realized later was that it is less lewds in a sense and more making it less lewds for sake of lewds. Which... felt a bit more complicated than necessary while pushing away from the lewds goal.
It would then mean that the approach to dealing with prisoners can... affect how those two bits are impacted. So that'd retain prisoner side aspects while better incorporating both relationships and lewds?
... or I can chalk up lewds for a plot armor rechange (single stack) as a sort of bonus for keeping invested. But otherwise has no crunch factor?
While Bond aspect is hm... yeah now I'm drawing a bit blank on this part as the idea is also to no skew to lewds as a consequence of including it proper.
Also mostly done with nation choices stuffs. Going to iron out the last bit for OP draft post... mainly what rare perk the MC has, inborn perk of course!
Well to you my own opinion based solely on my own preference. I'm having mixed feelings about that. I understand that nobody wants their waifu die horrible death. When it would happen some player would probably drop out from the quest. But solution you propose is a deus ex machina, that kills narrative tension for me.
Players will send their waifus into most risky situations to automatically win or at least have little of consequences when losing, all thanks to the dicking they got before mission. Does it have any justification in the lore?
Oh that. I more or less would cap it to a fairly reasonable extent frankly. Starting from base 0 or 1 at best. And frankly it doesn't count a quickie or the like as counting for filling up a stock/charge.
After thinking on it, and just before you posted, I was settling on relationship part affecting the maximum count. This would only go so far as well, so it's more a bonus instead of a direct benefit.
As for justification in lore, to a point really. Akin in part to a combination of extensive act of it and the emotions during it crystalizing to a stored stock that triggers when in danger, expending itself automatically to raise its chances of survival.
So in tandem that would make it much easier to deplete than it is to restock. Other sources would be more limited/restricted.
Also, to note/reminder, these would also be applicable for enemies as well too. So basically, recklessness would result in enemies potentially wiping the floor with you.
Oh and just wondering. If you want to separate prisoner from normal waifu hiw about bonding/lewdinf with them could provide some benefit to MC and his regular free partners but none to prisoners.
Hm... well, I'll think on it, that could work, at least it feels like it can work. But it would still be limited to the ones with more lax prisoner policies. So this entirely is mostly irrelevant to the other ones.
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