@KPJFormat:You're right about the nobility ranking.As for fiefs,I was thinking to get the option of buying the fief from a lord.Also,the family "overthrow" quests are good for intrigue plotlines,like Diputs offered.Also,conspiracy vs. neighbours or lords that refuse to trade goods with reisonable prices with the lord(NPC lord) should be present.Your darklands inspired quest is good too.
@Zheng:Your suggestions are generally good,but I believe medieval setting is better.I meant an update of this setting.
@Ikaguia:What do you mean by:
Hardcoded screens present in the module system and possibility to change the atack scripts?
@Sierra125:If you attack the people,for whatever reason,you get killed,not in jail.PERMANENT DEATH I mean.If you do that,make sure you have some light armour and tough weapon to run from the city guards and I agree it would be fun!
@taragoth:You're right-I totally forgot the Offical map editor to add as feature.
@Chadwiick:I totally agree.Developable cities are quite realistic.I was also thinking of construction sites like in Rts games on different stages of the building.
@StinkyMcGirk:Good graphics are a MUST for M&B 2.World map's alot better as it gives the feeling of real-sized world.Persistent worlds like in rpgs give me the feeling of small places + game would be terribly heavy.As for skirmishes:They should be led by lords but by captains(hero units).There must be large-scaled battles too,where lords do partecipate,but rare.Player kingdom increases the realism of an ambitious character,but,it must be very hard.Politcally:Not all kings recognise you,Military:Your faction would be weak and you need a big army to conquer a decent fief.Economically:You would need hell alot money.So,if by any chance you would be a king,that would be the hardest play possible.
On the:
* Focus on the player's roll as leading a mercenary warband, bandit warband, or lesser lord for a kingdom. Don't open the can of worms that is 'player kingdoms' at all... leave that to modders.
* Have multiplayer 'macro game' where 'team captain battle' style skirmishes are fought on servers to capture land/income. This income can then be used to improve settlements, upgrade troops/weapons. This would also provide an incentive to raid villages. Borrow as many elements from the old MMO, Shadowbane as realistically possible, here.
* If your engine isn't already locked in, strongly consider destructible environments, dismemberment, and physics that cause knock-backs and trampling from coming in contact with a galloping horse, or a warhammer. The combat in the Mount&Blade series is the huge selling point, but simply adding a little more dynamism to the results of such powerful forces bashing into either would go a long way towards attracting a wider audience.
I totally agree