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Not a fan of these irregular made up prices of items for units. Items should cost the exact same for every unit. So a (certain type of)shield should cost the exact same for infantry as it does for archers. Balance should be added through training and the overall value of the soldier(how much they earn)Orion said:Custom units would be nice, though, as long as they were balanced in some way. Some metric involving average cost of equipment and their level would have to be devised, maybe with some built-in bias between cavalry/infantry/ranged troops. For instance, axes on cavalry and archers would be treated like swords while axes on infantry would increase their value more than swords would. Shields could be cheap for infantry and cavalry but expensive for archers. Stuff like that, to make sure the player doesn't make cheesy and overpowered units on the cheap. Maybe tie it in to the Trainer skill (or its Bannerlord equivalent).
Chompster said:Exactly.
Thats the kind of balance it needs. Not different prices for the same items just because you're getting it for someone else.
OK, so you agree they should cost more and/or take longer to level up for being stronger. What I'm saying is that certain types of equipment are naturally stronger than others given certain supporting skills. An infantryman will be more efficient with an axe than a sword, but an archer with lower melee skills and proficiency won't receive much of a benefit. For the infantryman, a 400 denar axe is a stronger choice than 1000 denar sword, but clearly their costs aren't representative of this. That's why I think certain types of equipment would need different prices weighted by the unit's skills. Think of how power strike effects damage on axes compared to swords. Axes have higher base damage and a multiplier against shields. The % increase of damage from power strike (another multiplier) will yield greater absolute increases on axes than swords. Thus, axes benefit more from power strike than swords do. Why, then, should axes be cheaper than swords for units with high power strike? It's clearly a better choice, but axes are all cheaper than equivalent swords.Chompster said:If the player wants to make a cheesy and overpowered unit then he should be able to(it's singleplayer after all, why do you care how others play?) but it would cost him significantly and it would take much longer to train the unit to be effective.
I was responding to (V)ELK0R. Sorry for the confusion.Monte_Cristo said:What does that mean? English is not my mother language but it looks like you are associating "to be zero population centers in the given time period and for everyone to be erstwhile nomads just looking for a place to settle down." to "Mount & Blade isn't a 4X and shouldn't try to be one" I didn't get that can you explain further? What does that have to do with CO-OP campaign?
What I meant was there other players could be part of your party, or maybe lead their own troops, but not against each other.
Anyways, they did not give any information regarding that right?
I'm not opposed to options. I am opposed to wastes of development time on gimmicky extras. Such a campaign as you describe would require a new map, new AI features to analyze regions of the map when deciding where to establish settlements and how to path with no points of reference, mechanics for improving and upgrading settlements and some way for the AI to decide which settlements are better as cities or castles, and a special economic system that is tweaked to adapt so as not to fluctuate wildly as the game progresses from emptiness to low-production villages to high-production cities. These probably aren't applicable to the standard campaign, and so wouldn't offer any benefit to it. It would be development time spent solely for the sake of an unnecessary extra. Why not spend that same time improving combat or campaign AI? What about multiplayer? Or more (complex) quests?(V)ELK0R said:Personally I would love a true sandbox start campaign option. I have no idea why you are opposed to more options. If you have issues with 4x games that's fine you wouldn't have to start with this mode.
That would achieve the same goal and is more intuitive. At the very least it's something that could be easily and briefly explained in a tooltip in-game.Do not look here said:Then maybe penalty for "growing tall" could solve that? Skills-to-cost instead of level-to-cost, made in such way that six points in single skill makes weekly wages higher than three in two? With some exponential growth (nothing too sharp, of course), so that dropping part of specialization in favour of single points in lesser skills would also be preferable to Swiss Army knife load out.
Stromming said:All I will say on this matter is: Don't sacrifice gameplay quality / features for better graphics.
DanAngleland said:Stromming said:All I will say on this matter is: Don't sacrifice gameplay quality / features for better graphics.
As Jacobhinds said two posts above yours: They have separate teams for each and having one of them do well doesn't automatically make the other terrible, or vice versa.
Besides, graphics play a part in enhancing gameplay, or at least they have the potential to do so (for instance, in making hits 'feel' more significant, or immersing the player more in the game world). However graphics can also serve a game poorly, if for example new effects change the much loved atmosphere of a game. Technically advanced graphics don't always make a game more enjoyable, but from what we've seen so far I am enthusiastic about Bannerlord.
Stromming said:DanAngleland said:Stromming said:All I will say on this matter is: Don't sacrifice gameplay quality / features for better graphics.
As Jacobhinds said two posts above yours: They have separate teams for each and having one of them do well doesn't automatically make the other terrible, or vice versa.
Besides, graphics play a part in enhancing gameplay, or at least they have the potential to do so (for instance, in making hits 'feel' more significant, or immersing the player more in the game world). However graphics can also serve a game poorly, if for example new effects change the much loved atmosphere of a game. Technically advanced graphics don't always make a game more enjoyable, but from what we've seen so far I am enthusiastic about Bannerlord.
Yeah but once you are satisfied with graphics, the other team can help the gameplay team or whatever. No need to focus too much on graphics, even if it has its own team.