A few minor changes

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skorulis

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Here are a few things that I would like to see in the next version, none of them are really major, mostly just interface changes.

1. At the start of combat screen, have an option to fight by yourself. A lot of times when doing quests where you need to capture someone alive you don't want your men to come running in and kill him.

2. A new order called something along the lines of "Give me space" as a counter to "Follow me". I need to have men with me on the field so that I don't get swamped by every enemy at once, but a lot of the time (especially when using a lance) my men ride in front of me and mess up my charge.

3. When on the world map, it seems that enemys decide who to attack based on the number of people in the party. This could be changed so that it is based by the total cost of the party's currently worn armor + the cost of the currently ridden horses. I would say that armor carried with it a certain amount of respect and I really doubt a band of river pirates would attack a guy wearing full black armor. I always get annoyed when I am being chased by a party that I can easily beat.

4. Two AI annoyances. When there are only a few enemys on the map, everyone seems to crowd around them and not really do anything, I think the AI should try to avoid going to a certain place if there are already enough people there. And could riders be made to avoid water? right now if 1 person walks into a lake you seem to get everyone else dragged into a big brawl in the water. This is fine for men on foot, but I think people on horses should avoid going into water.

None of these are major problems, but I think they would make the game more enjoyable without expending a lot of effort.
 
1. Its been suggested a few times, and as a matter of fact i was one of those to suggest it :grin: I doubt it will be added though.

2. New unit commands have been suggested to death. I don't see much of a use for this one, as once you get the feel for the game, running into your own units becomes much less of a problem.

3. Someone thought up a slightly different method for doing this a while back(can't remember who). What he suggested was just assigning each unit a value reflecting the relative power of the unit. Then the sum of these values for each party is compared to determine whether or not they will attack or run. So either way, yours is good though.

4. With your first point, you mean if you have 3 men on one side of the map, and 12 on the other, and the AI has 10 guys fighting your group of 3 the rest of their forces should concentrate on attacking your main group? If thats what you mean, then i agree to an extent. But it really isn't that necessary since you should keep your group together at all times. And as for cavalry in the water...why change it? If you can force them to fight your footmen in a river then you gain a tactical advantage. Just the same as putting your archers on top of a hill. I admit the AI may be a little dumb in that they never really try to avoid such a trick....but they really don't have much of a choice anyway.
 
In regards to 1. What if there was a battle command that said "Subdue" where those troops with blunt weapons/projectiles would attack but the others would not?

Or, since there is only one quest where subdue is required... Hard code it into the game that whenever a player party encounters a "nobleman" conatining party, all of your troops get clubs instead of their normal weapons? It could get scaled up such that peasants get clubs and knights get two-handed mega-mauls or something like that :smile:
 
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