A few ideas (or requests:))

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Zajcew

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Ok, I now have a high lvl char, and I sometimes think, how much bad guys could he take on his own. But I can't check, cause I have my band of merry men following me anywhere. :smile: And I won't disband 25 knights just because I wan't to check if I could defeat 50 Mountain Bandits on my own. So...

There should be an option to "store" your units somewhere, just like the heroes. If you wan't to go solo, or with smaller team for a while, you should be able to leave your troops somewhere (four way inn?), and pick them up later.

Alternatively, at the start of the battle, there should be an option to charge your oponents on your own (or with heroes only), and leave your regular troops behind.

Another thing: I would like to see a battle results screen after every battle. How many units have I killed, how many units did my troops killed, how many exp points did my men got, and most importently, how many of my knights died.

And a last thing: I would like to be able to enter ongoing battles, even if both fighting parties are "red". Example: let's say I joined the Swadians. I see a battle of Mountain Bandits vs Veagir Caravan. I would like to be able to enter that battle as a third party, and kill all of them, instead of waiting for hrs until they finish fighting, it's quite irritating.

Lastly, I'll have my lastl-chance exams on monday, tuesday and friday, next week, I have studied hard, and plan to study even more on the weekend, but keep your fingers crossed for me. Thx. :smile:
 
Player could have a chance to make his troops "wait" in somewhere, but he should have to pay their wages also. I think that player should sometimes have to dismiss his troops because of insufficent funds (I suggested larger wages on other thread), or if he wants to save money for a while and doesn't need much help. City where (or near) player dismisses his troops would then have extra garrison for a while before they are put to circulation by city lord. So if player comes back soon to hire troops in that city there would still be a larger "reserve" of soldiers to hire. Yes, evidently I feel that player should be able to hire higher level troops, as long as they were available and player had the rank and money needed.

Attacking enemy on your own sounds strange as an option. Why would anyone want to diminish his chances of victory? I know what you mean though :smile:

You can try to bypass this by ordering your troops to "dismount" and "halt". You can then attack the incoming enemy by yourself. Some enemies probably still attack your troops though.

Good luck with your exams!
 
Bump!!!!

This thread got kinda ignored, but I'll bring it backfrom the dead, and add couple things more:

Horse jumping still requires a tweak. I acually made a thread about this, but it got 0 replies, here's what I wrote in it:

I'm not an horse expert, but I have never seen a horse capable of jumping over another horse and it's rider while carrying a rider in full plate mail on his back. The jumping height needs to be reduced.

Another thing is that as far as I know, horses use their rear legs for thrust when jumping, and they land on their front legs.
The jumping animation looks like the horse is jumping vertically up, even if it's at it's full speed (judging by the shadow cast on the ground).

So either remove the horse jumping, as it looks like it's there just for the show, or make it feel and look more realistically.

This still stands. :smile:

And another thing that bothers me is weird "friendly fire".
1. My mouted troops crush in to my footman troops all the time. I just had 3 of my pesents nocked out by mu mouted knights lol. I can understand that in the heat of battle, but right in the start, when you only just start to seek out enemy, I would expect my men to look out for those who still don't have a horse.
2. Why is it that melee weapons don't do dmg to frinedly units, and ranged does? I mean, I don't have anything against friendly fire, but I thould be either all or nothing. And it would make the game more difficult, if you could accidently cut down your own troops, or be cutted down by your own men. So, what do you guys think?

I talked to Szeryf about this, and we came to conclusion that a little more blood and guts would be in order. Why not let the bodies stay on the battle filed in large pools of blood? Or if that's not possibile for some reason, just add the blood on the ground, so it marks the place where someone died. I mean it's medival battles were taling about here, and they were bloody as hell. :twisted: We were also talking about implementing GHOUL technology from Soldier of Fortune, to add flying limbs and severed heads and arms, as well as ragdoll animations, but that's prolly to much to ask. :grin:

BTW, I passed the exams, YAY!! :mrgreen:
 
Zajcew said:
This thread got kinda ignored, but I'll bring it backfrom the dead, and add couple things more:
I didn't write much since I didn't want to distract you from your exams.:smile: . Actually you can depart with your troops and rejoin them later whenever you want. To do that: (1) Talk to a companion hero, say you need to seperate a while and tell him to wait for you at the spot. (2) Talk to him on the map again and tell him you want to leave som troops.

Horse jumping still requires a tweak. I acually made a thread about this, but it got 0 replies
I will redo the jumping animation some time. That the horse can jump with an armored guy on its back doesn't seem too unrealistic to me. If it can jump with 70 kg on its back it could also jump with 100...

And another thing that bothers me is weird "friendly fire".
1. My mouted troops crush in to my footman troops all the time. I just had 3 of my pesents nocked out by mu mouted knights lol.
:smile: Yes, that needs to be fixed. A quick fix could be horsemen knocking off friendly footman but not doing any damage.

2. Why is it that melee weapons don't do dmg to frinedly units, and ranged does?
Melee weapons doing friendly damage would ruin gameplay. Ranged weapons doing friendly damage on the other hand improves gameplay.

I talked to Szeryf about this, and we came to conclusion that a little more blood and guts would be in order. Why not let the bodies stay on the battle filed in large pools of blood? Or if that's not possibile for some reason, just add the blood on the ground, so it marks the place where someone died. I mean it's medival battles were taling about here, and they were bloody as hell. :twisted: We were also talking about implementing GHOUL technology from Soldier of Fortune, to add flying limbs and severed heads and arms, as well as ragdoll animations, but that's prolly to much to ask. :grin:
I'll make corpses permanent as soon as I add the necessary optimizations to the engine. However I find gore distasteful in games (except for Fallout) so that one is not going to happen. Ragdoll animations are cool but they will have to wait for Mount&Blade 2...
BTW, I passed the exams, YAY!! :mrgreen:
Way to go :grin:
 
armagan said:
I didn't write much since I didn't want to distract you from your exams.:smile: . Actually you can depart with your troops and rejoin them later whenever you want. To do that: (1) Talk to a companion hero, say you need to seperate a while and tell him to wait for you at the spot. (2) Talk to him on the map again and tell him you want to leave som troops.

I didn't know that, thx.

I will redo the jumping animation some time. That the horse can jump with an armored guy on its back doesn't seem too unrealistic to me. If it can jump with 70 kg on its back it could also jump with 100...

I was rather reffering to the incredibile heights those horses jump. Jumping over stones or bushes? Sure. But I don't see how a horse could jump over another horse AND it's rider, with someone on their back or not. Good to hear it's on your to do list though.

:smile: Yes, that needs to be fixed. A quick fix could be horsemen knocking off friendly footman but not doing any damage.

Good to hear. :smile:

Melee weapons doing friendly damage would ruin gameplay. Ranged weapons doing friendly damage on the other hand improves gameplay.

Maybe you're right.

I'll make corpses permanent as soon as I add the necessary optimizations to the engine. However I find gore distasteful in games (except for Fallout) so that one is not going to happen. Ragdoll animations are cool but they will have to wait for Mount&Blade 2...

Well, permanent corpses will definitelly do the trick.
And I'm not talking about tons on blood spraying in every direction, only as much as would be required for it to look realistic. I mean there already is that "bloody mist" after you hit someone, so I think it would be in order for that to stay on the ground.
That game is your baby though, so if you say no blood, it means no blood. :smile:
BTW glad to see another Fallout fan.
Way to go :grin:

Thx :grin:

What about Battle Results Screen and possibility to attack two fighting "red" partys? Any chance for any or those?
 
Zajcew said:
Well, permanent corpses will definitelly do the trick.
And I'm not talking about tons on blood spraying in every direction, only as much as would be required for it to look realistic. I mean there already is that "bloody mist" after you hit someone, so I think it would be in order for that to stay on the ground.

Well, to be honest you'd seriously need tons of blood spraying in every directions to make it look realistic. During great medieval battles, after the first 10 minutes of the fight everyone was covered in blood and only way to tell who is your friend and who is your enemy was tho check what direction is the guy heading. We are used to all those "clean" battles by all the movies, when blood is present only in few frames, mainly when the big good guy kills the big bad guy. And after that, the brave knights in their shiny, polished armors are marching victorious back to the castle. In fact, during the real battle there was so much noise, dirt & blood that even the different colors and armor marks ware not enough to tell if the man in front of you is with or against you. Many soldiers ware sloughtered by they own companions.
 
Szeryf said:
Well, to be honest you'd seriously need tons of blood spraying in every directions to make it look realistic. During great medieval battles, after the first 10 minutes of the fight everyone was covered in blood and only way to tell who is your friend and who is your enemy was tho check what direction is the guy heading. We are used to all those "clean" battles by all the movies, when blood is present only in few frames, mainly when the big good guy kills the big bad guy. And after that, the brave knights in their shiny, polished armors are marching victorious back to the castle. In fact, during the real battle there was so much noise, dirt & blood that even the different colors and armor marks ware not enough to tell if the man in front of you is with or against you. Many soldiers ware sloughtered by they own companions.

I have nothing agains tons and tons of blood spraying in every direction, covering the soldiers, horses, and the ground. I have nothing agaist severed heads and limbs flying in all directions. Acually, if was for me, I would add so much blood, that during longer battles, footman units would drown in it, and only mouted units would be able to survive, as only their heads would be obove it's surface. :twisted:
But you heard the man, not gonna happen.
 
Zajcew said:
I have nothing agains tons and tons of blood spraying in every direction, covering the soldiers, horses, and the ground. I have nothing agaist severed heads and limbs flying in all directions. Acually, if was for me, I would add so much blood, that during longer battles, footman units would drown in it, and only mouted units would be able to survive, as only their heads would be obove it's surface. :twisted:

Hmm thats, on the other hand, way too much... but i would be cool nevertheless :twisted: :twisted:
 
Ok, so I left my ppl with ymra and the other dude. Each got 10 knights and 5 man at arms. I come back a week later (in game week) and ymra is nowhere to be found, and that dude is there, but he lacks one knight. They deserted because of lack of food? Ot they got raided by black knights? Either way that sucks:smile:
By anyway, I found my new favorite thing to in Warrider: and that is being a slaver. ther's nothing more satisfying then attackig some bandits 30 agains 1, and knocking the all unconscious. But the only blunt weapons I've found are one heanded, and my char is best with two heanded. So I would like to request a two heanded blunt weapon, like a great maul, or great war hammer. SlaveMaster 2000. :mrgreen:
 
Ymira should be somewhere around. She was probably chased by bandits or dark knights. She will eventually come back to the spot you left her.

Soldiers in companion parties do not desert. But they may have engaged in a battle and lost a few men while you were away.

Sledge-hammers and mauls were supposed to be two-handed but I had forgotten to add the property to the table, so thanks for the tip :smile:.

(About "SlaveMaster 2000": It would be cool to wield that. But adding such a powerful artifact weapon could disturb the blalance between good and evil in the world forever...)
 
armagan said:
(About "SlaveMaster 2000": It would be cool to wield that. But adding such a powerful artifact weapon could disturb the blalance between good and evil in the world forever...)

No man, the prophecy says it would bring the ballance back to the Force...

j/k

Regular two handed mauls and hammers will do the trick

Thx armagan.

EDIT: OMG, I'm stupid! There are two handed blunt weapons in game, I just found sledge hammer, and it is two handed. Although the dmg it does is very small for a two handed weapon, but it's there.
Excuse my stupidity armagan.
 
Is there anyway we can get a minimap for battles? I mean, I've found myself facing the wrong direction at the start of a battle and start running, only to see my people running towards the enemy. Plus it's slightly annoying when you're the only guy left and the battle hasn't ended because there is a guy stuck in a crevace not moving. I know this would cut down on realism, but it'd make things easier...

Also, why not add a stamina skill? It doesn't seem awfully realistic to swing and swing without getting tired.
 
I always look where my troops are heading when battle starts so I can get the direction of enemies. This hasn't bothered me, but maybe some optional indicator would be ok.

Stamina sounds good to me. It could be calculated from STR and AGI. Units running speed, hitting speed, weapon accuracy and damage would go down. Obviously athletics and perhaps endurance riding when on horseback would help to combat this fatigue and exhaustion.
 
I'll post these mission and event ideas here.


BRIDGE DEFENCE

You could add bridge crossings (and preferably lenghten the rivers to the mountains) on the map. Player (when high enough rank on a faction) could get assigned to defend/block a bridge crossing for a certain time. There would be a high chance of some enemy group trying to invade player's territory trough bridge. Mission could also be to clear bridge crossing from enemy/brigand band (no trolls :razz: ) that harasses/taxes merchants or anyone who tries to cross. There could be a general hide option added to the game for groups in the map screen or this could be used in this kind of scenario only. Hiding could shorten player group's spot distance severely.
River should be so deep that swimming would be required to cross. Only lightly armored units could swim across. Maybe making of swimming animations would be too demanding in relation to the gains here, so maybe crossing should be only over the bridge.
Now if it was possible to hire effective missile units to shower enemy side with arrows and pikemen to block the bridge entrance it would be sweet indeed.


VILLAGE DEFENCE

This would be possible if there were small villages, where you could buy food (and other simple stuff) and hire peasants.
This could be a ripoff from seven samurais (or magnificent seven) film(s). Villagers would ask player to defend their home from pillaging bandits. There could be only few huts to indicate it was a village. Or better yet if AI has a hard time to avoid riding into buildings, there could be a wooden palisade with one open gate. Area inside the palisade could be the size of the arena in Zendar or even smaller. Outside area could easilly be very flat and barren. AI should avoid inside area of the palisade when on horseback (like it was impassable mountain etc). Bandits would be able to walk trough the gate on foot. Bandits on horseback would dismount when enough enemies would be killed outside of the palisade and attack trough the gate.
There wouldn't be much of a reward, but maybe some villager (if he/she didn't die) with unique skill(s) or abilities could try to join player's party after the bandits were driven off/killed. Alternatively there could be some unique or good item or thing. This could be for example an extraordinarily fast and maneuverable horse (not warhorse though) or some useful information. Weapon would not be an appropriate reward from peasants.


CITY DEFENCE

City lord assigns player to defend city from incoming enemy warband. If larger battles could be done player would begin the fight outside the gates (if he chooses), and when losing a combat phase, would be forced to begin next phase from inside the gates. When starting a phase inside walls enemy has penetrated the main gate and would be pushing in trough it. Player would have to clear the inner yard from attackers. This inside yard don't have to be very comples with lots of details.
Since slower system computers cannot handle massive battles on open terrain this scenario could take place only inside city walls. In this case player wouldn't be able to move outside city gates and the small glimpse of outside terrain would be flat and void from trees and such details virtually no external terrain wouldn't have to be drawn.
I can play ok with largest battle size, good combat AI and all video options enabled (1024x76:cool: with 1.4Ghz Athlon and GEForce 3. I think much larger battles could be done if the terrain was more flat and void of details. Or would AI take too much CPU time?
If larger battles could be done player could begin the fight outside the gates, and when losing a combat phase, would be forced to begin next phase from inside the gates, as described above.


ESCORT DUTY

Player is asked to escort some important person(s) (daughter of some lord, nobleman, holy person etc.) to wherever. Maybe this person is riding on a horse or inside a closed four-wheeled horse-drawn carriage. In latter case enemy footsoldiers could move to side of the carriage, open the door and reach/hit inside to knock out or kill this protected person. Now comes the part where it gets intresting; If player's side runs out of soldiers in a combat phase and enemy soldiers have reached inside carriage they could disengage from battle holding this important person as a hostage. Player could have a hell of a time explaining to appropriate lord why his daughter was taken. Player would be demoted...big time or even kicked out of his current faction. Carriage would not neccessarily have to be mobile. It could just be a fixed object in the battlefield, though preferably in a road and not in a creek or in a ridge.


GOLD CARAVAN ESCORT

When reaching high status in a faction player could be offered to escort funds to somewhere. This is basically the same scenario as person escort above. Enemy could snatch the reinforced gold carriage and try to run away with it at reduced speed.


CLEARING ENEMY GARRISON

Player is commanded to reduce or kill enemy garrison or outpost protecting some city or location before final assault.


REASSIGNING OF PLAYER'S TROOPS

Some rare occasions city lord could decide to take some soldiers from players party to reinforce city's garrison and/or patrolling groups. This move could be influenced by player's unit's low morale, players low rank compared to his unit quality or bad situation with current garrison and nearby patrolling units. In the game player soldiers would whine to city lord about player's bad conduct and/or enemy has killed lots of patrolling units near city or in it. Again for the record player should not be able to hire higher grade units than he himself is. This kind of thing could happen easilly if player has been just demoted.


TOURNAMENT

Player demonstrates his skills with horse and lance, swordfighting and archery. Archery targets should be placed in random distance so that player couldn't train this.
 
lined orginization would be kool with ranks and assign comanders and almost like an actual battle not a ravanging death charge into oblivion which is accurate but just for the begginging of the battle and what about those unit commands do they work in the tournament or evn at all in beta
 
Thormac, I really liked your mission and event ideas!

Why did you bury them in the Bug Reports section? Suggestions would've been the more visible place to post.
They are excellent and intriguing ways of providing more variety to the combat system, making it more than just a series of meeting engagements and skirmishes.

I had similar suggestions recently (I hadn't seen yours) but they disappeared without a response.

C'est la vie.

I maintain that the combat system is already vigorous and exciting and proof of that is so many of us have fought seemingly hundreds of the same battles again and again. It would be cool to mix things up with different types of battles.
 
Armagan,
Is there going to be a way of storing troops without using leving them with a hero. I find they just go and charge the biggest pack of sea raiders they can find and i lose many good Knights in the process. To build a big army it would be useful if your men didn't fight - or the option was available. Also the kidnapped girl runs away from anything at 8.2 speed if you don't get her quickly. This can lead to a very annoying wild goose chase.

Any i agree. Fallout rocks - Bring on a Fallout 3, miles after it's time!
 
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