rmrf
Recruit
So I just downloaded Native Expansion a week ago and have been loving it. Here is a modification to the Mount and Blade I've been thinking about for a long time. I don't even know if this is possible to implement, but it would be awesome.
Auto-battle improvements.
As you rise to power, you come across many encounters which are a clear victory (e.g. 200 vs 30), but still consume a solid 5-10 minutes of game time. This adds up to a lot of boring game time. I never choose the auto-battle option ("order troops to attack without you") because the option tends to cause a lot of unnecessary deaths within my army, often of high ranked soldiers. I suggest a makeover for this feature:
This modification would require a lot of tweaking and testing to make sure it is not overpowered. The ultimate goal is to reduce boring meaningless battles from the game. This option should be used when there is a large difference in army strength in player's favor, or when the player is wounded and has no choice. When 2 armies are of near equivalent army strength, there should always be a major disadvantage to the player still.
Thanks for reading.
Auto-battle improvements.
As you rise to power, you come across many encounters which are a clear victory (e.g. 200 vs 30), but still consume a solid 5-10 minutes of game time. This adds up to a lot of boring game time. I never choose the auto-battle option ("order troops to attack without you") because the option tends to cause a lot of unnecessary deaths within my army, often of high ranked soldiers. I suggest a makeover for this feature:
- Calculating Army Strength
The new calculation will primarily depend on the sum of the levels of each soldier in the armies of both sides to determine overall army strength. Additionally, tactics and party morale will play a role in the overall army strength value as well. This is a far better representation of actual outcome as opposed to pure army count. These values would be used to determine a few separate values: The % chance of victory and the range of how many troops could possibly die for each side if they win.
- Tactician Report: Chance of Victory
When a player chooses "order troops to attack without you", they get a secondary dialogue from their battle tactician with something like "Your battle tactician reports it is {not possible, very unlikely, unlikely, somewhat unlikely, somewhat likely, likely, very likely, guaranteed} that you will win this battle." This would be based on the numerical value 0-100% of actual chance to win. With higher levels of tactics, reports can become more specific, giving actual percentages like "Your battle tactician estimates that you have a {value}% chance of winning".
- Tactician Report: Estimated Losses
The second piece of dialogue would be an estimate of how many troops will be lost. If the tactics skill is high enough (remember this entire feature is for mid-to-late game), the tacticians report can include the estimates of how many troops will be lost at varying levels of specificity (higher tactics = more specific). At low level tactics, the estimates could be broad: "Your battle tactician estimates the losses from this battle to be anywhere from "{devastating, large, medium, small, minor, insignificant}" to "{devastating, large, medium, small, minor, insignificant}". At higher levels of tactics, the tactician would report more accurate numbers: "Your battle tactician estimates the losses from this battle to be anywhere from {lower bound} to {upper bound} troops. Again this number comes from the aforementioned calculation of army strength, tactics, and party morale, and for a battle in the >90% victory chance, losses should be minimal.
- Actual Losses
When the battle does commence and troops are lost, the highest level of surgery should determine how many were killed vs. wounded, and the majority of troops killed should be those of lower levels.
This modification would require a lot of tweaking and testing to make sure it is not overpowered. The ultimate goal is to reduce boring meaningless battles from the game. This option should be used when there is a large difference in army strength in player's favor, or when the player is wounded and has no choice. When 2 armies are of near equivalent army strength, there should always be a major disadvantage to the player still.
Thanks for reading.