Author Topic: Mount&Blade II: Bannerlord  (Read 196263 times)

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Ringwraith #5

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Re: Mount&Blade 2
« Reply #2190 on: May 25, 2012, 10:20:44 PM »
I believe that's been a part of the Total War series since Rome. Both naval and overland trade could be blockaded. But that would just decrease the income of the affected settlement, there was no way to cut off a particular army. Supply lines were abstracted into upkeep costs, and the money would flow magically and instantly over any distance or obstacle.
I don't see you complaining about Mount and Blade.
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Suspicious Pilgrim

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Re: Mount&Blade 2
« Reply #2191 on: May 26, 2012, 05:05:19 AM »
It'd be nice if supply lines were existent, too. Seeing a supply train leaving Sargoth to head over to Rivacheg to bring supplies to the besiegers and attacking/trading with it would be pretty cool.

MadVader

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Re: Mount&Blade 2
« Reply #2192 on: May 26, 2012, 06:48:21 AM »
It'd be nice if supply lines were existent, too. Seeing a supply train leaving Sargoth to head over to Rivacheg to bring supplies to the besiegers and attacking/trading with it would be pretty cool.
There is ingame code already supporting that.. caravans don't go to besieged cities (=no tarrifs), and some other stuff under the hood.
However, there's no questy narrative you guys seem to want. Head sieger: "Oh, you know if you intercept three more caravans heading this way, we'll starve them to submission."

Suspicious Pilgrim

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Re: Mount&Blade 2
« Reply #2193 on: May 26, 2012, 06:50:33 AM »
No, as in destroy the caravans for the ones sieging a castle so their supplies run out and they're forced to go back into friendly territory.

Cyborg Eastern European

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Re: Mount&Blade 2
« Reply #2194 on: May 26, 2012, 08:02:23 AM »
Well, caravans tend to avoid you once you're strong enough to siege so they end up going back and forth on the edge of LOS but if some groups were set to ignore party size and try to charge past regardless, it'd add a bit of a supply issue to the game.
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Klyvare

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Re: Mount&Blade 2
« Reply #2195 on: May 27, 2012, 06:15:53 PM »
I think you mean foraging instead of looting skill.

Ringwraith #5

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Re: Mount&Blade 2
« Reply #2196 on: May 28, 2012, 05:29:24 PM »
There is no foraging skill in M&B, and I think the activities are similar enough that having two separate skills for them wouldn't be warranted.
I don't see you complaining about Mount and Blade.
He is super-witty.
Sleeping just for the sake of sleep isn't sufficient to warrant sleeping.

YourStepDad

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Re: Mount&Blade 2
« Reply #2197 on: May 28, 2012, 06:20:45 PM »
Many mods have foraging implemented though.

Sir Hitson Winsler

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Re: Mount&Blade 2
« Reply #2198 on: May 28, 2012, 06:43:50 PM »
So does yo mama.

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Klyvare

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Re: Mount&Blade 2
« Reply #2199 on: May 28, 2012, 06:58:08 PM »
Ah ok, must have thought of a mod.

Gaunt

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Re: Mount&Blade 2
« Reply #2200 on: May 29, 2012, 02:20:54 AM »
It would be pointless to add another skill called foraging.


Foraging: "The act of searching for food."

And searching for food in foreign territory is the same as looting :)

Ringwraith #5

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Re: Mount&Blade 2
« Reply #2201 on: May 29, 2012, 02:35:47 AM »
Yeah. It's not like the soldiers go around gathering herbs and fruit or hunting game. They go to the nearest village and confiscate anything edible they can find.

2. To make a raid, as for food: soldiers foraging near an abandoned farm.
1. To collect forage from; strip of food or supplies: troops who were foraging the countryside.
3. (Military) Military a raid or incursion
2. (Military) (intr) Military to carry out a raid
Basically, foraging = looting food.
I don't see you complaining about Mount and Blade.
He is super-witty.
Sleeping just for the sake of sleep isn't sufficient to warrant sleeping.

Tatari_okan

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Re: Mount&Blade 2
« Reply #2202 on: May 29, 2012, 09:26:50 AM »
Actually, I was thinking to combine some skills, there too much of them. Most of the time player ignores %40 of it to increase. They should add more effective skills which have points to do increase them. Skills should simplified in my opinion, to make that they can combine some of them:
Economic Management(Trade+Inventory Management): Shouldn't managing how to trade, also give you the skill to manage them to carry properly. They should (Persuasion+Trade) as well, these are just examples.
Physician(Surgery+First Aid+Wound Treatment): You have to agree, there is not point to be there both of that skills which is ignored by most of players.
Strategist(Tactics+Trainer)
Hunting Skills(Tracking+Path Finding+Spotting)
Leading(Prisoner Management+Leadership)
Durability(Ironflesh+Shields): To hold a shield also reqieres durability if you think some way, ironflesh is also about you durability.
bla bla bla

They can add more skills but the skills shouldn't make the player felt bunch of unnecessary skills/there is not point even to read them. To get rid of that feeling the game gives to players, they could use symbols instead of writings, also like I said beginning of my post they should combine some skills (even distract some of them,  add brand new necessary ones).
« Last Edit: May 29, 2012, 09:35:48 AM by Tatari_okan »

MadVader

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Re: Mount&Blade 2
« Reply #2203 on: May 29, 2012, 09:54:20 AM »
Nope, each of those skills is useful by itself, and there's no point in replacing the skill names with icons. Too much simple action games?
Most of those skills are NOT ignored by the players (except Persuasion), and are developed differently for different character builds and companion groups. If you don't do this yourself, you are missing on some of the fun in the game.

The game could use fewer and changed skills and some rebalancing of their effects, and I hope the TW team gives them a serious makeover for MB2.
(The first impression of the current skills is that they are a somewhat random collection of ideas.)

Kazzan

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Re: Mount&Blade 2
« Reply #2204 on: May 29, 2012, 10:02:45 AM »
I actually think it's fine as it is, sure, there are a lot of skills one probably doesn't take, there are enough skills that you need to focus on a few, I think you can only max out like 6-12 skills if you play to the level cap.
As for skills you don't want to take, leave those to companions. Also, I'd say the medical skills are all pretty important.

I'd love for them to have modders be able to change their effect, as it is now most of them are in the engine.

Also, one thing that's been bugging me. Yes, it's petty but it's still bugging me, the corpse limit of 150 is for me only about 76, for the next game, if something says the limit is 150, then do please make it 150.
 
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