I'm glad someone is doing PW-like mod for BL. I'll probably make a map for it at some point, like in the good old days.
All those years that TW took to release BL gave me time to think how PW general idea could be improved.
My vision may be a bit to far from original for those who prefer "proven good" from "maybe better", and I'd gladly read your opinions.
It embrace combat, economy and politics, while neglecting RP a bit.
It's a wall of text, but I hope someone will find it interesting read. I just have to write down those ideas, otherwise they clog my head.
I can divide it into 4 main parts:
1. Locations
As map maker I'd love bigger part of what I design to play active role in power struggles. So I'd suggest adding a lot of capturable points that affect strategy, tactics and economy. By a lot I mean ~2-4 per village, ~6-10 per castle, ~10-15 per town and some in-between settlements. So Around 100 for big map. Things like keep, barracks, main gate, granary, stables, water-mill outside city walls, bandit camp, ect.
Locations would be linked with each other (when they have direct road connection)
Each location would be capturable. But kingdom could capture only those directly linked to their land. So i.e. besieging enemy castle would require taking all locations on the way one after another. No sneaky castle capture possible.
You could spawn at any of your faction location that is not at the frontline (not linked with enemy location). So defenders would be able to spawn closer to contested location (1 link) then attackers (2 links).
Each location would have 3 in-game objects: spawn point, capture point and goods terminal. Because you'd never capture and spawn the single location at the same time (capture only frontline, spawn only behind frontline) those could be placed very close to each other.
Some locations would be available only to start-ups. So newly created kingdoms, bandits, ect. If your kingdom owns any valid spawn location, those locations will reset it's ownership after 5 minutes. Also each kingdom can have only one of these.
I.e. you can clear a lair from bandits, capture it, withdraw all the resources, then let it reset (thus let bandits back in without weapons).
2. Economy
Unlike PW, where economy is grindy peasant work (i.e. holding LMB at tree/log/anvil, ect.) IMO it's better to focus on managing (decision making) and transporting (risk of moving from one place to another).
So player job would be taking goods from locations where they are not needed to those that can use or store them. Load pack horse/cart/wagon with goods from one location and ship them to other through dangerous roads full of potential encounters.
None of the goods would be carry-able by players.
Goods would be generalised (i.e. 1h weapons) instead of specific (short sword of virginity +2.5).
Each location constantly produce goods, based on permanent characteristics and current resources.
I.e. production of grains is based on field size, population and tools. Population requires food and clothes. Weapons or tools: workshops, population, tools, processed iron, charcoal, wood. And so on.
Each location also stores what it produced and/or received. But there is deterioration that scales exponentially: unnoticeable at lower levels, but hitting harder the more you hoarded. Some locations would be better or worse at storing specific type of goods: armoury, granary, treasure, warehouse, stable, barrack, ect.
It's to preventing players from mindlessly hoarding. And to allow economy to gradually reset when left unattended.
I though about 29 resources. But if it feels like too much complexity, that number could be halved by merging some of them.
5 raw resources: flax, gold ore, iron ore, wood
5 processed resources: linen fabric, woollen fabric, gold, charcoal, iron bars
10 equipment resources: clothes, tools, armour, weapons <1h, 2h, pa, bow, x-bow, throwing, shield> (or merged into melee, ranged, shield, but I feel locations would feel more unique with wider choice)
5 food types: grains, meat, fish, veggies, fruit. They could be alternatively merged into just "food", but separating may reward people with wide connections (bonus for diversity).
4 live resources: population, soldiers, horses, sheep
Location characteristics, set by map maker, would be production multiplayer and storage soft-limit for each of mentioned resources.
Preferably theses should scale with current server population, to prevent high-pop scarcity and low pop-overabundance on the same map.
3. Feudalism
I always find democratic or totalitarian "factions" unfitting for medieval setting. I'd much rather see feudal system. It allows richer internal politics, provides chain of command and visual distinctions between elites and commoners.
Simple principle: vassal pledge loyalty to his liege. His liege pledge to yet someone else. The guy on top of the ladder, who doesn't subject to anyone, becomes faction leader. At any point anyone can change his pledge. I.e. lord can declare independence, and he takes all his vassals with him.
For simplicity sake max 4 levels would be allowed (king, lords, knights, commoners).
Or it could scale with amount of players to keep on average 3 vassals for each liege. (i.e. 3 kings, each with 3 lords, each with 3 knights, each with 3 commoners). So up to 3 players 1 level, 4-12p 2 levels, 13-39 3 levels, 40-120 4 levels, 121+ 5 levels.
Locations would be owned privately. So they'd belong to specific person, rather than to entire faction. Only the owner and his lieges can withdraw goods without any limits. So it's important to share them between multiple faction members, to make management easier.
Newly captured location belongs to the player with the most vassals who participated in the assault.
4. Player character
I much prefer wider choice of playstyles, with a lot of equally viable choices. So perfect system for me would be cless-less system where character skills would be based on equipment choice and available resources.
Player would fill his character with generic equipment, within a limit of 10 points. I.e. 1h sword (3 points), shield (2p), medium armour (3p), throwing axe (1p), horse (1p). Character statistics would then be generated by multiplying those with available resource (sqrt of population + 5x sqrt of soldiers), then applying to an formula. Some items would affect multiple skills (i.e. throwing axe is also an 1h weapon), some would have negative effects (archery/xbow reduces athletics to prevent kiting).
Of course 2x more used resources doesn't mean
Weapon and armour would be generated in similar way (chosen points*sqrt of available resources).
You could upgrade equipment by visiting better equipped locations (i.e. visit armoury and stables after spawning in barracks). Still within your limits, but some locations can have better stuff for specific purpose.
Personally I'd force players to always spawn at closes available spawn point. Just to increase manpower distribution across the map. They could update their equipment and skills by visiting appropriate locations afterwards.
Owner of location and his lieges would get 2x more than everyone else in their faction.
It also gives potential tool for gameplay balancing in favour of smaller factions over zergs. I.e. your resource use could by reduced by your faction size (faction that contains 37% of server population has -37% lower stats).
Or it could create bigger distinction between nobles and commoners: resource usage multiplier equal to 50%+% of your faction that are your vassals (directly or indirectly). So king has always 150%, nobles 50%+(100%*(their vassals+1)/kingdom size) and commoners have 50%+(100%/kingdom size)
I hope you enjoy the read.
I'd love to hear your opinion.
If anyone is interested in more detailed formulas, I think in math-language.
I'll plug it in the discord-suggestions-bot-thingie later. Better to refine it first.