Gozman
Recruit
First of all, I realise there's probably been quite a few comments and suggestions about castles but, without sounding derogatory, a lot of what I've seen has been rambling and stuck in the middle of other ideas. I know for darn sure that if I was Armagan, I wouldn't bother filtering through all the incomprehensible stuff.
Also, I have already posted this in a dying thread but I would like to start a new one, SOLELY about castle ideas. I really think that these ideas are reasonable, feasible and would make castle capturing worthwhile and fun. I've tried to take development times and difficulty into account and, instead of just giving an idea, I've tried to explain how it would be implemented into the game world as we know it.
I would really appreciate it if anyone involved with the current development of the latest version of M&B would take a look at these ideas and tell me what they think.
Cheers!
(p.s ,if I'm being a bit cheeky reposting my ideas into a new thread like this, sorry mods and lock away!)
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Basically, although I'm fairly sure this will be worked on for the new version anyway, attackers need better AI. As everyone will have noticed, when they get to the top of that one single plank, they get very, VERY stuck. I propose more methods of entry to the castle, AI that gets the hell out of your way when you're trying to get in there and...well that'd do basically for actual castle attack.
Once claimed, I think there should be some kind of monetary bonus, a certain number of Denars per week (put it down to land tax or whatever). For a fee, you should be able to train any troops stationed there, more effectively than when you're just travelling around the world map. At the moment, it just doesn't feel like there's really much point in having the castles (aside from very small fringe benefits).
Extra things to possibly add if you've got development time / can be bothered!
Item storage at the castle.
Special weaponry unavailable elsewhere (at a painfully high price).
And the "long shot" suggestion, coding wise.
Interrogation of prisoners to find locations of caravans with nice booty. This could be done in the style of getting a mission from a castle, but with a random success rate. It would cost you denars and time (like a rest at a Tavern) and you may not get anything out of it. Success rate would heighten with more prisoners and a higher prisoner management skill. Literally, just an "interrogate" button, no graphical choose body part to mangle/slap/burn or anything, it'd be too incongruous to the games overall structure. Oh, and it'd look silly.
So in summary:
Better AI when infiltrating castle, with more ways of entering
Denars per week earned increases for owning castles, and better XP gain for stationed troops for a fee
Item storage
Special weapons / armour
Possible prisoner interrogation, which is in reality just mission obtaining but with random elements involved as to whether you would actually get a mission.
Let me know what you think anyway.
Also, I have already posted this in a dying thread but I would like to start a new one, SOLELY about castle ideas. I really think that these ideas are reasonable, feasible and would make castle capturing worthwhile and fun. I've tried to take development times and difficulty into account and, instead of just giving an idea, I've tried to explain how it would be implemented into the game world as we know it.
I would really appreciate it if anyone involved with the current development of the latest version of M&B would take a look at these ideas and tell me what they think.
Cheers!
(p.s ,if I'm being a bit cheeky reposting my ideas into a new thread like this, sorry mods and lock away!)
----------------------------------------------------------------------------------------------
Basically, although I'm fairly sure this will be worked on for the new version anyway, attackers need better AI. As everyone will have noticed, when they get to the top of that one single plank, they get very, VERY stuck. I propose more methods of entry to the castle, AI that gets the hell out of your way when you're trying to get in there and...well that'd do basically for actual castle attack.
Once claimed, I think there should be some kind of monetary bonus, a certain number of Denars per week (put it down to land tax or whatever). For a fee, you should be able to train any troops stationed there, more effectively than when you're just travelling around the world map. At the moment, it just doesn't feel like there's really much point in having the castles (aside from very small fringe benefits).
Extra things to possibly add if you've got development time / can be bothered!
Item storage at the castle.
Special weaponry unavailable elsewhere (at a painfully high price).
And the "long shot" suggestion, coding wise.
Interrogation of prisoners to find locations of caravans with nice booty. This could be done in the style of getting a mission from a castle, but with a random success rate. It would cost you denars and time (like a rest at a Tavern) and you may not get anything out of it. Success rate would heighten with more prisoners and a higher prisoner management skill. Literally, just an "interrogate" button, no graphical choose body part to mangle/slap/burn or anything, it'd be too incongruous to the games overall structure. Oh, and it'd look silly.
So in summary:
Better AI when infiltrating castle, with more ways of entering
Denars per week earned increases for owning castles, and better XP gain for stationed troops for a fee
Item storage
Special weapons / armour
Possible prisoner interrogation, which is in reality just mission obtaining but with random elements involved as to whether you would actually get a mission.
Let me know what you think anyway.