A few suggestions

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Not sure how feasible these are, but there's no harm in suggesting.

1. Wildlife. The scenery is great but has a barren feel to it. There's just trees, ground, and your enemies rushing at you. I think it would be a nice touch to have wildlife included - say, as you charge towards your enemy, you inadvertantly flush out a stag or a wildcat or ptarmigan, alerting the opposition to your presence.

2. In continuing with the above idea, Wildlife that can be hunted for food. It's a pain having to lug an extra bag of food around with you in case you end up miles from a town, so what about having the choice after combat has finished to actually explore the map you're in as opposed to being taken automatically to the end of combat screen, that way you can opt to go hunting if you're low on food. Something like a deer or a boar would give more food than, say, a pheasant, giving the player a more life-like experience.

3. Ruins. Everybody loves ruins. They make scenery more interesting and could provide a distraction from the contiuous hills landscape theme. Obviously, this game isn't a dungeon crawler, so I'm not suggesting levels of dungeon crawling to find loot, etc, but just something to look at/have your men scale whilst in combat that could make things easier or harder (I imagine horses would have a hard time navigating ruins, creating a harder battle scenario for you if you have 30 knights in your party, but also making it harder for your enemy of 25 dark knights). And the option of exploring the ruins after combat for any abandoned ancient loot would be a bonus :razz:

4. Intelligent AI? It seems to me that your opponent always knows where you are, even if you are obscured by hills. They automatically run towards you taking the shortest route, but surely this isn't very realistic. Both your allies and enemies should have to scout for each other, and it would be great if you could hide behind objects to remain out of sight (making it fun to duck behind a convenient hill or aforementioned ruin, watching your enemies running around looking very perplexed over your disappearance). Obviously this would provide a disadvantage for any team spawned on top of a hill, as they would stick out like a sore thumb. But vice versa, they would have a good seeing range and would be able to spot the enemy coming.

5. Flags and banners. Would be nice to see a few flags or banners flying from the top of the walls at Zendar (and at the other towns when they're finished?) And maybe some banners with coats of arms inside the Count's castle in Rivacheg? (and his Swadian Counterpoint of course)

6. Religion. I can start a new game with a Nun character, but it doesn't tell me what religion she follows, or indeed what the religions are in the world. Understandably, the game is staying well clear of innate, divine or arcane magic, but a little history into the religion couldn't be a bad thing. This also opens up more possibilities for campaigns or new towns (Leader of [x] town sends you to wage war against [x] enemy because their god said our god was false) etc.

7. Ranks. For those who put a lot of points into weapon skills, maybe they could have increasingly better warrior ranks. For those who put a lot of point into leadership/merchant skills, maybe they could have increasingly better merchant ranks. And so on and so forth for tracking/spotting and riding.

That's it for now, I'm trying to think of stuff that might not have been suggested before.
 
The wildlife would be a great addition, since there is nothing for the hunter to hunt.

Also the ruins would be great. I can already see myself sniping from them.
 
Thanks for your suggestions. We'll hopefully add buildings to the battlefields including ruins. Hunting game would be cool but I am not sure if we'll have time to add that.
 
Random terrain generation -which has allowed for all the varied an interesting battlegrounds you've been enjoying- sorta prohibits large structures of any sort.

If ruins (or as has been suggested -bridges and small forts) were to be included then they'd have to be actual map objecxts like the 4-ways Inn and the Salt Mine.

Which would, needless to say 'rock hardcore'. Of course to make it so you actually got to fight and defend these structures there'd have to be a slight change to the map system to allow for enemies to follow you to these areas.

Edit: beaten by the man himself.
 
Pharaoh Llandy said:
6. Religion. I can start a new game with a Nun character, but it doesn't tell me what religion she follows, or indeed what the religions are in the world. Understandably, the game is staying well clear of innate, divine or arcane magic, but a little history into the religion couldn't be a bad thing. This also opens up more possibilities for campaigns or new towns (Leader of [x] town sends you to wage war against [x] enemy because their god said our god was false) etc.

I would include a Monastary with point 6 as the base for these religions and the Nun would get some advantage in going there. Maybe you could learn certain specific skills there for money or at least receive quests. When I compared starting characters I noticed that the Nun has very little starting equipment compared to the others. It would be nice to give her some kind of compensation I guess.
 
Pharaoh Llandy said:
4. Intelligent AI? It seems to me that your opponent always knows where you are, even if you are obscured by hills. They automatically run towards you taking the shortest route, but surely this isn't very realistic. Both your allies and enemies should have to scout for each other, and it would be great if you could hide behind objects to remain out of sight (making it fun to duck behind a convenient hill or aforementioned ruin, watching your enemies running around looking very perplexed over your disappearance). Obviously this would provide a disadvantage for any team spawned on top of a hill, as they would stick out like a sore thumb. But vice versa, they would have a good seeing range and would be able to spot the enemy coming.

I'd like to see these kind of AI improvements over anything. The invisible tether between AI should at least be made less obvious - AI should be more natural in their behavior, such as picking enemy targets from (at least what seems like) audio / visual range. It doesn't need to be Thief: medieval battlefield style, just more organic.
 
The ptarmigan is real?

Wait a minute... armagan, ptarmigan, armagan, ptarmigan.

...armagan, ptarmigan, jiggity-jig!

=$=
 
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