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  1. Some Suggestions

    Steam is Brendan916

    On MB I go by the name Admiral Snackbar
  2. Some Suggestions

    It says post suggestions to the Taleworlds forum and since the crazy suggestions thread is locked I figured I would make my own. I apologize in advance if the devs are already working on some of theses, they might very well be. The main theme of this list of suggestions is that useful changes...
  3. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    Letting Y'all know that May is going to be a *very* difficult month for me. I've got college finals to study for and also I have to play in the orchestra for the commencement ceremony for the seniors.

    I've got a rehearsal on saturday [the 12th, not this upcoming saturday] that goes from 1:00-3:30pm, so I'll be 30 minutes late to training.

    I also won't be able to show up on Sunday May 20th since that's the day of the commencement.

    For The other days when trainings and linebattles are scheduled, i'll try and show up.

    There's light at the end of the tunnel though; there-after i'll be back in NC, which means i'll be back on the 32nd TS.
  4. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    Footgaurd 说:
    fools :grin:

    Training at 18;00GMT(british time) and LineBattle Event at 19:00 GMT! don't miss it first LB on NW

    Actually i think there was a friday LB hosted but i guess it doesn't count. :razz:
  5. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    Because my transferring to a new university is now guaranteed, this means there is a very real possibility of my being able to return to the 32nd teamspeak during the school semesters. [i.e. if the new university doesn't block bandyman's TS]

    Which means i won't have to kick myself from the regiment after summer vacation :grin:

    Oh yes and I actually get to do my job!  :grin:

  6. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    arg the DLC doesn't allow you to disable particle systems... i get 10fps on even low populated low ping servers
  7. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    so gamersgate has the game selling for 9.95 USD, the current exchange ratio would have someone in the UK paying a little over 6 dollars for the same price.
  8. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    i can't take anyone with twilight sparkle's face for a signature srsly.

    admiral Ackbar on the other hand...

    %5CAUTOIMAGES%5CAMSWOTLTD143lg.jpg
  9. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    It cannot be fixed by me, period. My college ISP will not admit bandyman's servers and I'm in no position to complain to them about it. \
    Think about it this way... my college semester ends may 20th, a little over a month from now. It'll probably take 1 day for me to drive back down to NC.

    I'm planning on transferring to a cheaper university down there [No, not because of the Teamspeak problems, I'm not that loyal :razz:] Which hopefully will not have the same problem with bandyman's servers as this one does. I haven't been told by them yet if I've been admitted, but I'll probably find out this friday.

    So if everything goes according to plan, I'll be gone from the 32nd teamspeak for only 1 more month.

  10. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    Footgaurd 说:
    Guys 2 more sleeps and we awake in the Napoleonic wars... ;P

    Which means lots and lots of howitzers...


    And spaghetti
  11. * 32nd Regiment of Foot * 10 Years of Linebattle gaming *

    Colonel Lance 说:
    Nice we brought in 4 new recruits in like 2 days good work guys!

    Here's to hoping they stick around
  12. * 32nd Regiment of Foot * (Line Infantry) [Recruiting] *

    I'm one of those crazy people that looks forward to trainings... Shame I won't be there tommorow.
  13. * 32nd Regiment of Foot * (Line Infantry) [Recruiting] *

    Very great attendance at today's training/clan linebattle. I wish we could have that more often. It was an honor to lead 20+ men into battle. And with 30+ men total for the first few battles.
  14. Mount&Musket: Suggestions

    I'll try to comment to all of my commenters...

    matmannen 说:
    Actually the musket loading time is to long to be historically accurate. Atleast when speaking about british firearms, the Brown Bess model musket was used from 1722-1838. Here's someting so you can see what i'm speaking about: http://www.youtube.com/watch?v=SJMbxZ1k9NQ&feature=fvwre

    And you could probably increase the speed with Sharpe-style tap loading [which has been tested to be effective]

    However 4-6 rounds per minute, while physically possible under ideal conditions, did not reflect the actual performance of infantrymen during the period, in the context of warfare. That is why good soldiers were only expected to fire 3 rounds per minute 'under any conditions'. Those conditions include psychological stress from battle, fatigue, being shoulder to shoulder with other troops, smoke fumes, etc.

    So my point stands. The MM reloading speed is a tad faster than what a soldier would be expected to fire in a normal line battle.

    Oldplayer 说:
    i have one problem with the fix bayonet type of thing, soldiers back then (to my knowledge) would keep their bayonets on at all times.

    NOTE- me in my ignorance could of course be very very wrong on this

    You are probably right. I am thinking more in terms of having this option for light infantry players, who want to maximize their shooting capabilities. I am also thinking in terms of rifleman who obviously used their bayonets both as swords and for spear purposes. I'm not thinking about this so much for people playing as line infantry.

    mikkel the great 说:
    Nah, it requires loads of skill at far ranges due to the bullet drop....

    And that aiming... I like the idea, but not in praxis. Its not gonna work. So many things could ruin it so easily. Now, first of all, we have the coding, that might take time. Sure, that doesnt matter. Then, we have the camper problem. Then, we have the balancing problem, you cant make it too accurate when you aim for a long time. It'll make it over powered compared to rifles for example. The rifles reload much slower and would end up only having a slightly higher accuracy. They are vulnerble as it is, with high reload times and no bajonets. They would be totally worthless. As the infantryman, if he's got his weapon loaded, he can always fire his shot, might not be accurate, but he can fire after a 'short' reload. Then, the rifles, cant fire untill they have finished reloading.

    Therefore the only really good thing about rifles, would be that they are allowed to be in a loose formation.

    And what do you mean when you say that all fight as light infantry? Are you saying that all regiments tend to stay out of melee? That all regiments fight at EXTREMELY long ranges?

    I wouldnt say so. The only regiment I know does that. Is the Young Guards, please correct me if I am wrong.

    You misunderstand me in several places.

    I'm not saying that it isn't hard to hit people at long range. I'm saying that the current MM accuracy system uses a naturally inaccurate reticule to simulate the inaccuracy of the musket, in spite of the fact that in actual musket shooting, the main cause of the inaccuracy was not the weapon itself but the training of the user. Essentially, with the current system, ranged combat, especially at medium range, is 30% skill and 70% luck, you simply CANNOT control whether the bullet will travel near the fringe or near the center of the reticule. I offered 4 possible ways of changing the aiming system of the musket, with the last three emphasizing ways in which the inaccuracy of the musket is more variable as the skill of the player increases. I.e. have an aiming system in place that is 70% skill and only 30% luck

    The closing reticule doesn't do this quite as much, and TBQH if any of the other suggestions were implemented, they would mostly render the need for a slow closing reticule as necessary.

    When I say all line infantry fight as light infantry, i'm talking about MM official when line battles are not being hosted.

    Your claims about overpoweredness depend entirely upon how long it takes for the reticule to close, and how far it actually closes relative to its default state. Rifleman take long to load, but unlike regular muskets they enter a narrower default state much faster than regular muskets. As i said before, the key with creating such a system is that the increase in accuracy is NOT offset by the reduction in ROF, as is already the case for rifles.

    @Oldplayer:


    1-  These are suggestions not mandates, I'll put out whatever Ideas I believe are not TOO crazy. I know that the Civil war mod have a fixed bayonet mode.

    2- i prefer the guns being this inaccurate, it makes it more couting for melee power then gun power (unless in a LB) sure you get angry when you miss and the other guy hits but i prefer to think that you cant make any form of sharpshooter in this game (instead of other gams (mount and blade included) when snipers cna basicly hit a flies wings from 500 miles away it seems) i find sharpshooters in any game annoying

    The fact that you say this proves you didn't read my post. I'm tempted to not say anything, but I'll just copy and paste.

    "First let me preface: I understand why the present level of accuracy for muskets is utilized...I am fairly certain that the level of accuracy of muskets is designed to accomplish the dual goals of 1. Making reloading times of less than realistic length so as to not bore the player to death with reloading 2. Not make muskets so accurate as to render melee engagements impractical. So unrealistically low accuracy and unrealistically fast reloading would naturally be preferred."

    Prefaces are designed so that people don't post comments like yours.

    Removing the Reticule, having a gun-kick, or having a bobbing reticule, with the actual 'natural' accuracy of the musket increased, would make musket accuracy more variable with respect to skill, but my guess is that the average player would not be any more or less accurate if these features were coded properly. My point is not to make players more accurate with theirs, it's to make muskets themselves more accurate, and make GOOD players more accurate.

    3-might be kinda neat i heard Vikingr tried to do that 

    No clue which suggestion you are referring to.

    4- No, dragoons were meant to fire and reload their guns on foot thats the historical part then they might charge into battle on their horses. i know what you mean dont get me wrong but even if your are standing still on a horse i dont think it would be very good (plus that firing a gun on a horse in a LB is illegal so the devs would not add the feater anyway)

    My perspective is from the issue of balance, not necessarily historical realism on this issue.

    5- surrender animation is fine, anyway i still like to do some of my fist fights and if i was locked in place i could not do that could i? and besides it seems that people dont really care at all about defensless unarmed people (you know who you are)

    Again not reading properly.

    6- damn you for making me sift through all of tha

    Don't read it if you don't want to. Damn you for making me read your post?
  15. Mount&Musket: Suggestions

    mikkel the great 说:
    Well, that's what I call a complete suggestion... holy ****...


    Well... I dont think that the bajonets should be fixed and unfixed, I'm afraid that might unbalance things.

    What I DO think sounds like a good idea is the spyglass, sadly, the extra 'zoom' might be hard to code... (not sure though, gotta ask vince bout tha' one..)

    And reloading while stationary on horseback, well, its been suggested many times before :smile: THAT might be hard to code as well.

    A thing I think MM needs, is a Light infantry class for all factions. Not skirmishers, but line infantry with a higher higher crossbow skills fx.

    I don't see how fixing and unfixing bayonets would cause imbalance... Players can choose whether or not they want the extra shooting bonus over the extra melee damage bonus, and these bonuses are not really excluded to any faction over another.

    As for light infantry, the thing about MM is that in most basic multiplayer battles, all classes are fighting as light infantry, even if they don't have the actual musket accuracy. to show for it.

    But anyway, the most important thing that i think needs changing is the musket aiming system. Any one of my 4 suggested changes will help to make musket accuracy more skill-based and less luck-based.
  16. The Original L'Aigle Thread, for the sake of history. Be ye warned.

    I'm trying to find info about this on the thread, but is there any word on whether or not there will be 'player backgrounds' like there were in regular MB? [Merchant, Hunter, Mercenary, Nobleman, etc.] 

    One of the things I liked about the 'Blood and Steel' mod is how they arranged by order of relative difficulty for the player...

    So for example

    Recruit / Ranker - You start out as a soldier in an army, with basic skill in using a musket, basically you have to fight in battles alongside whoever your commanding officer is until you get promoted. Maybe shortly after your player fights in a few battles and gains experience, you can be promoted to a 'chosen man'/corporal  or low ranking sergeant class where you can recruit and command a small number of troops [5-10 approx] alongside a larger army. This background would obviously be the most difficult and lengthy, but also probably the most rich.

    Sergeant  - Easier than starting out as a Ranker, your character is more experienced with muskets at the outset than a ranker, you also have some skills at the outset that ranker don't get, you can command larger squad, but you are still subservient to a commanding officer.

    Light Infantryman - Your character gets a bit more latitude with where he can go and what he can do than a regular ranker, and is more accurate with muskets, [access to rifles also possibly?] The kinds of missions that are offered to them differ from those of rankers, [though a ranker should be able to become a light infantryman and visa versa]

    Grenadier - Your player starts off as a soldier, but a Veteran. You'll get less leadership experience than sergeants or lower ranking officers, but you'll get the highest start-off stats with strength, health, and melee skills, particularly with polearms [muskets]

    Partizan / Intelligence Agent - Your character is less combat oriented than the below classes, they can enter enemy towns more easily and can perform sabotage operations for certain factions. They might carry pistols, daggers, or swords. Unlike other professions these players do not have to start off following an army. Has higher stats in tracking, persuasion, spotting, etc.

    Engineer - Predisposed towards using artillery, constructing defenses and barricades that give your armies an advantage on the field, they can also be responsible for building fleets and other important buildings in cities.

    Low Ranking Officer - Like a lieutenant in the army, you command a small number of men [35-60 approx] and have little leadership experience, but unlike rankers you have more latitude with deciding where you pick your battles, although during actual campaigns the field marshal will obviously be giving you certain 'general orders'

    Middle Ranking Officers - Like a Captain or a Major, This is the equivalent of starting MB as a Nobleman, you basically begin where most other players get to where things start to get interesting. [i.e. this is the easiest of all starting points] You start with

    I might also suggest changing the leveling system so that, even though the classes towards the bottom of the list are easier, classes at the top, starting off with fewer skills, are not prevented from reaching the same level of ability as those towards the bottom of the list by virtue of their being given less skill and attribute points to begin with.


  17. Mount&Musket: Suggestions

    These are my suggestions, I'm sure that variants to these suggestions have been made before. I'll put forward Arguments for why they would be good. Keep in mind that none of them are motivated by any sense of overpowered-ness. They are mostly interested in making gameplay more 'interesting' [mostly aesthetic improvements]

    1) The ability of musket wielding infantry units to fix and remove bayonets.

    Muskets without bayonets could have any one of the following advantages, [or none at all, as musicians and banner carriers serve the same function]
    a. moderate increases in reloading time
    b. moderate increases in accuracy
    c. allows for the musket to be used like a club instead of a spear, while a 'club' melee-based musket would lack the high damage offered by a bayonet stab, it would allow the user in melee to swing his musket side to side rather than simply stabbing and overhead swinging. Club swings would naturally need to be slower than regular stabbing for balance purposes, and the blunt damage would be less than that of a sword swing.

    Fixing Bayonets could only be performed whilst standing still.

    On top of this suggestion, you could make the Bayonet into an actual independent weapon [which 'appears' and 'disappears' in the players inventory depending on whether it is fixed or not] The bayonet could be used like a dagger. I'm not certain of the historical accuracy of using a triangular bayonet like a dagger, i've only seen it used that way in the Sharpe Series, and on historical accuracy i'll take with a grain of salt.

    However, it would appear realistic for such a feature to appear for British Rifleman, since their bayonets WERE sword bayonets.

    Also keep in mind that the triangular bayonet, if it were to be used as a dagger [which, ironically, the first bayonets were] i'm not suggesting that players be able to block with them, though it would make sense to block with the bayonet sword. ALSO, i am not advocating that rifleman be anywhere near as good or effective with bayonet swords as cavalrymen or officer.

    2) March Movement

    This feature is more for the sake of line battles than for practical fighting. Basically a March feature would allow all infantry units to walk at an exact pace, a pace that could be matched by all other infantrymen [pipers, drummers, color sergeants, etc.] This movement pace would not, unlike regular running, increase the speed of the player depending upon how long they've been jogging or whether or not they are moving up/down hills. It would also allow musicians to play whilst moving.

    Allowing this feature would open the possibility of line battle regiments from closing in on one another whilst in line, as opposed to having to approach each other in column to maintain cohesion and only exiting line whilst at the last moment.

    3) Charge Bayonets

    Referring to the ability of a bayonet weilding infantryman to point the bayonet forwards from the hip but not in a motion that indicates either a stab or aiming.

    To see what i'm talking about, watch this clip at 4:10

    http://www.youtube.com/watch?v=hjWMEGQOcg4

    The idea would be similar to that of a couched lance. I have heard proposals on this thread elsewhere suggesting a bayonet positioning that would deal damage to enemies that ran into it, in a passive manner. I'm not advocating this persay.

    What would the use of a Charged bayonet position be though, besides the aesthetic appeal?

    I am thinking perhaps it would allow soldiers to fire their muskets without having to enter and exit an animation, that is to say, in charged bayonet position, you can fire a musket immediately once the animation has been entered into, without having to alert your enemy when you are going to fire. Naturally, firing from the hip has an accuracy penalty, and so this sort of firing mode would only be practical at close range. [I'm aware that muskets are already extremely inaccurate and so this seems pointless, i'll talk about my thoughts on musket accuracy elsewhere] However, consider that the ability to fire a musket immediately without having to enter into a firing mode is a major asset.

    The accuracy penalty for firing whilst marching [this could only be done whilst marching] would be lower whilst in charged bayonet mode than whilst aiming regularly but running/jogging

    Admittedly i'm not entirely sure about just how useful this ability would be in actual combat, besides the fact that it would look intimidating. But it isn't like MM hasn't included things with little actual practical value that people find cool to use. [musicians and banners and such] You COULD incorporate a couched lance feature that would deal damage to enemies who carelessly ran directly into the bayonet, but you would need to make sure that this damage did not work for running into the side of the bayonet. [i.e ONLY worked for the bayonet point and nothing else] I personally think this would make it too overpowered.

    You could, also make it so that horses could not run directly into a line infantry unit who had his bayonet charged. [the horse will rear if it tries, instead of taking damage, I consider this fair and balanced since the horse would not actually impale itself on the bayonet, but would stop, allowing the infantryman to stab the horse once he exits out of the charged bayonet mode.

    Under such a situation, an individual line infantry man could only protect himself from cavalry from his direct front. A horseman could still kill him by attacking him along the side, flanks, or rear. However, a group of multiple infantryman could now form a much more formidable square [in reality, a large circle rather than a true square]

    One issue that would need to be dealt with is preventing people from going into charged bayonet mode and pivoting around in order to effortlessly defend against any cavalry. I'm not sure if you can code limitations into the pivoting speed of a player since the rotation speed is typically determined by the settings the player has.

    4) Officer Spyglass

    I'm not sure if anyone has ever suggested this, but it might make sense giving the officer class [since he has 1 slot remaining after getting a sword, pistol, and cartriges] a spyglass, for scouting use. I'm not sure if it is possible to code this, but basically the spyglass, when the officer hits the standard attack button, would allow the officer to get a zoom-in view ahead of him with a degree of vision much longer than that of a standard shift-zoom.

    I'm also in favor of removing the feature for common infantryman and carbine using units to use the zoom feature for their muskets, and reserving this feature for light infantry only.

    5) Musket accuracy

    First let me preface: I understand why the present level of accuracy for muskets is utilized. [Or at least I think I do] I'm certain that the developers of MM are aware that someone trained with a regular musket could fairly routinely hit a man-sized target at 100 yards or more,  [massed volleys themselves were less accurate for several reasons I won't mention here] And I am fairly certain that the level of accuracy of muskets is designed to accomplish the dual goals of 1. Making reloading times of less than realistic length so as to not bore the player to death with reloading 2. Not make muskets so accurate as to render melee engagements impractical. So unrealistically low accuracy and unrealistically fast reloading would naturally be preferred.

    So I understand why advocating realistically accurate [Like the level of accuracy present in WFAS] muskets and realistically slow-firing muskets are not preferred.

    HOWEVER, I ***think*** I may have come up with a few ways that could allow for muskets to be more close to their actual level of accuracy without turning every infantryman into a sharp shooter. Any one, or any combination of the below solutions could be implemented, but because I am not familiar with the coding of MB I am not certain if any of these things are possible.

    a. Slow Closing reticule; accuracy versus ROF tradeoff.

    Players who present their muskets and hold them steady for long periods of time will gradually see their reticulated close to an accuracy that would allow them to hit targets at a longer than usual range. Moving the Reticule quickly from one area from another will return the musket to the default 'inaccurate' state, but moving it slowly will have less of a degrading effect, and keeping is perfectly steady will maximize accuracy.

    From what I've read and seen, one of the many reasons muskets were perceived by soldiers and officers as so inaccurate [besides weapon maintenance and the training of the soldiers] was the preference by officers for loading drills over target practice.

    This means that a regiment can increase their accuracy by holding their fire, HOWEVER, the added accuracy takes a long enough time that, depending upon the range that the enemy is from you, firing off many shots with less accuracy is better than the alternative. [As is presently the case with muskets and rifles]

    Rifles, however, still have an advantage to muskets in the sense that a rifleman needs less time to properly aim the weapon to get the same desired accuracy.

    As an addendum, you could also permit enhanced accuracy granted by units that go into a kneeled position, this is also more realistic, however I am nervous about this particular suggestion, since crouched players already have the benefit of less profile. The key in any game is to have trade-offs, whereas with standing still for a long period of time to take a shot increases your profile, especially against cavalrymen.

    b. Gunsway

    You can [alternatively, either or] reduce the size of the default reticule for aiming a musket, but have that reticule bob back and forth slightly like most of today's FPS shooters do. If you time your shots properly you can land more accurate shots with a musket, but it requires more skill than with having a more steadily aimed rifle. [Makes sense because larger guns, if they are not mounted to anything, will have more sway] The gunsway could roughly emulate the range of the current musket accuracy [that is, the reticule sways within the space of the old reticule] But now shots are much less random in where they land.

    As i mentioned at the top of this, it's true that muskets were not rifles, and bullets did bounce out of the muzzle, but the inaccuracy of a musket was *not* as bad as many think, especially when aimed, and this will partially emulate this difference.

    c. Kick of the musket

    This proposal is a bit of a stretch... but... w/e

    I recall reading that british soldiers at close range were taught to aim their musket at the feet of enemies, because the kick of the gun would cause a recoil that would send the bullet flying upwards. But I'm not sure how entirely true this is. However, if it is true, you could try to implement it in the game. Just as it is more difficult to hit a target with a weapon that requires you to aim very high [like a bow] Ceteris paribus, than a weapon that requires you to aim straight, it is probably more difficult to aim a weapon that requires you to aim lower than usual. [At someone's feet for example] You could increase the actual accuracy of the weapon, but implement this feature so as to require that players shooting muskets take more care with their shots, particularly at close range.

    d. Simply remove the reticule

    The musketeer would now have to aim without the aid of a reticule, even though his musket is more accurate than it was with the reticule. Players would have to get used to targeting enemies in third or first person, so players with more experience in targeting would be substantially better shooters than those without, again, this proposal is both balanced and realistic.

    What all of these suggestions have in common is that the substitute the game-established inaccuracy of muskets by coded-randomness of the bullet with natural inaccuracy caused by the inadequate skill of the shooter. Such a change will allow for a greater diversity of skill among st players in terms of shooting accuracy that more closely resembles the greater diversity of skill among players in terms of melee abilities. [I.e. in the present system the difference in shooting skill between players is much narrower than in melee, especially in line battles] 


    7) Replace the paper cartridge model something more easily visible, like a cartridge pouch, or a powder horn [in the case of jaegers and green jackets]

    :cool: Allow dragoons to reload their carbines while on horse, provided the horse is completely stationary.

    This proposal has been made before, I am simply here to endorse it. The fear of mounted reloading stems from the fear of dragoons becoming what horse archers are in regular MB, extremely annoying. However a stationary horse is one of the easiest and most susceptible of all targets, more so than a dismounted dragoon, and so making reloading while stationary but mounted seems acceptable.

    Admittedly i am also not sure if this can be coded.

    9) Make the surrender animation more legit

    The surrender animation occurs immediately when a player has no weapons equipped. Perhaps consider doing something similar to what AFI mod did and have it function as the 'block' animation for melee, and freezing your player whilst you hold block. Alternatively, you could have it function as a secondary weapon function [i.e. go into fists and then press X to surrender]


    _______________________

    I have other proposals, but I'll leave with these for now.




  18. * 32nd Regiment of Foot * (Line Infantry) [Recruiting] *

    not having lots of papers to write makes doing trainings and linebattles so much more enjoyable.
  19. Common Problem with No Solution that i can find

    My Warband uses Steam and I do not know what patch it is using. Unfortunately the search engine for this forum isn't very advanced, and as far as I can see does not let you search for a phrase or topic within a specific forum but on the entire website. I have searched for solutions to this...
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