I've recently read in one of TW's latest posts they're looking at more ways of punishing the player for executing nobles in game. I don't feel this is the correct approach. While executing should have certain repercussions, I feel the current penalties are extreme and are in fact quite ridiculous.
Perhaps we could explore fixing the issue of Nobles not having an heir and consider giving players more incentives not to execute. Incentives that don't involve massive and all encompassing penalties for the player.
- Check out the Fear Mod that makes Nobles shy away from player or other AI that have beat the crap out of them in battle. Implement this type feature in game.
- Put a stop to the mechanic that allows a defeated noble to magically reappear with a small army a day or three after resoundingly defeating them.
- Imprisonment could perhaps last a minimum set amount of time.
- Ransoming and expanded bartering options for release could be easier and thus more frequent. Give players a reason to release or barter and an easier method of interacting with the family/clan involved. AI could send messengers to the player to barter for a family member's release offering troops, horses, grain and coin in exchange for a noble.
- Mods that never allow escape break the game for AI. One faction will capture 3/4 of game world's nobles I've seen it first hand. This leads to steamrolling the map by one faction. Permanent imprisonment breaks the game also when the player captures all the nobles. There's a need for an expedient method for AI to replace captured generals and field commanders with weaker commanders and captains.
- A "Severe Wounds" mechanic for player and for AI. The player and and nobles that are downed in a battle have a chance of receiving severe wounds and must rest in a castle for X number of days prior to being able to move around the map. 25% chance for player, 75% chance for AI nobles downed in battle. Seeking the care of a shaman or special NPC healer only available in castles would speed up the healing process somewhat but not instant. No lingering effects as far as permanent disability or permanent negative traits as seen in Viking Conquest with the severe wounds mechanic. This would put a stop to those pesky nobles reappearing with a 100 man stack or an army a day after you beat the crap out of them and it's an immersive answer to the problem.
- Consider offering more +rep and payment in gold or equipment for releasing a noble after battle. "I'll give you 3000 gold and 10 horses if you release me". +Rep with the clan of the released prisoner as well. This type of mechanic could go by player level, player's rep and the captured noble's status and wealth.
- A "Blood for Blood" mechanic with slider. If a player executes members of a certain clan, those clan members are more likely to execute a player's captured companion or family member if they're captured by that specific clan. Not the entire faction, just the specific clan! Perhaps even the player being executed if captured with the ability to appoint his/her heirs. This could be turned on or off in Campaign Settings via off, easy(companions only executed), moderate(companions and family members), and hardcore(main character can be executed but with heirs).
Just food for thought guys and gals. Don't hate ?
Perhaps we could explore fixing the issue of Nobles not having an heir and consider giving players more incentives not to execute. Incentives that don't involve massive and all encompassing penalties for the player.
- Check out the Fear Mod that makes Nobles shy away from player or other AI that have beat the crap out of them in battle. Implement this type feature in game.
- Put a stop to the mechanic that allows a defeated noble to magically reappear with a small army a day or three after resoundingly defeating them.
- Imprisonment could perhaps last a minimum set amount of time.
- Ransoming and expanded bartering options for release could be easier and thus more frequent. Give players a reason to release or barter and an easier method of interacting with the family/clan involved. AI could send messengers to the player to barter for a family member's release offering troops, horses, grain and coin in exchange for a noble.
- Mods that never allow escape break the game for AI. One faction will capture 3/4 of game world's nobles I've seen it first hand. This leads to steamrolling the map by one faction. Permanent imprisonment breaks the game also when the player captures all the nobles. There's a need for an expedient method for AI to replace captured generals and field commanders with weaker commanders and captains.
- A "Severe Wounds" mechanic for player and for AI. The player and and nobles that are downed in a battle have a chance of receiving severe wounds and must rest in a castle for X number of days prior to being able to move around the map. 25% chance for player, 75% chance for AI nobles downed in battle. Seeking the care of a shaman or special NPC healer only available in castles would speed up the healing process somewhat but not instant. No lingering effects as far as permanent disability or permanent negative traits as seen in Viking Conquest with the severe wounds mechanic. This would put a stop to those pesky nobles reappearing with a 100 man stack or an army a day after you beat the crap out of them and it's an immersive answer to the problem.
- Consider offering more +rep and payment in gold or equipment for releasing a noble after battle. "I'll give you 3000 gold and 10 horses if you release me". +Rep with the clan of the released prisoner as well. This type of mechanic could go by player level, player's rep and the captured noble's status and wealth.
- A "Blood for Blood" mechanic with slider. If a player executes members of a certain clan, those clan members are more likely to execute a player's captured companion or family member if they're captured by that specific clan. Not the entire faction, just the specific clan! Perhaps even the player being executed if captured with the ability to appoint his/her heirs. This could be turned on or off in Campaign Settings via off, easy(companions only executed), moderate(companions and family members), and hardcore(main character can be executed but with heirs).
Just food for thought guys and gals. Don't hate ?
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