A few varied ideas/suggestions

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Scenix

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Role Creation:
Can't help thinking could be better to have more choices on the previous occupations - four isn't much, you could be a peasant (man or woman), fisherman, farmer, servant, cook, maid, traveller/rogue/nomad.

It wouldn't be a bad idea to do a role creation system ala Morrowind or Megatraveller, I do prefer the Megatraveller school of role creation, in so far as - You can choose some things, but random events alter the character so they may have a good initial start in life or may not (and everything has a chance of being marred by something or other). In other words the character is likely to become a 'freeman' before the age of thirty, so thats a lot of life to gain knowledge in. I'd recommend a system whereby aside from major points in life, you don't have control on how your character develops. However, if the character is continued into later life (with the users hope of gaining more skills) the character starts to suffer from ill-health or bodily ailments (and thereby could start to lose other skills), perhaps the character could die, even in role creation to prevent players from creating too strong a character in startup. ***This would be entirely within the initial role creation***

Skills:
But then you need skills relevant to the game - like 'Wilderness Survival' which could reduce the speed which food is consumed and also do something like lessen the likelihood of bad random encounters, (once present). Currently - You can travel forever without stopping - camping could be put in, which would increase likelihood of encounters (fires have a habit of standing out in open countryside). How about 'Cooking', 'Public Speaking' and others.

Animals/Hunting:
Adding animals to the game, could provide the ability to hunt for meat. Thereby providing free food, though this would take time, would mean you were (more) likely to be waylaid without your men / equipment - you wouldn't really think you could hunt with 40+ men fully armoured and equipped!

Map:
Map needs increasing in size, towns need spreading out and villages/outposts to be present, perhaps fluctuating on size due to trade/local bandit activity. Movement across the map needs slowing down.

Specialised Weapons:
Having 'Specialised Weapons' could be an idea - which would only be available on character creation, dependant on your former occupation eg priests and the tradition of blunt objects, barbarians/foresters with axes, hunters with bows/javelins, farmers the pitchfork - these would be the type of weapon the character feels at home with, and therefore gets a higher base to hit/damage than other weaponry.

Possible (Former) Occupations:
Messenger - Agility, Riding
Jester - Intelligence, ?
Farmer - Strength, ?
Fisherman - Agility, Hunting
Armorer - Strength, Heavier armours are less of a burden
Acrobat - Agility, Athletics
Forester - Strength, Movement speed thru woods.
Miner - Strength, Ability to walk over mountainous terrain.

Naval Combat?

Sorry for any disconnectivity - its just how I wrote it.
 
:) Welcome!

Regarding character roles and occupations: Yes, right now the initial character classes are limited to say the least and regardless of that initial starting character class, we can pretty much all end with similar heroes that differ mostly in the way we arm them. There's no game-long advantage/disadvantage to having started as a skinny, intellectual scholar or as a tough-as-nails ex-soldier.

Given that most players soon discover that their hero is often going to be doing most of the work regardless of his level and warparty size, it's difficult to avoid ending up with the similar heroes. Yeah, one could have a super-skilled horse-archer or a very-strong axe wielder (I know - I have several different heroes) but whether I shoot a bandit or cut his head off, I'm still a combat hero. That's the nature of M&B. I'm not a bard tagging along for the spoils, or a merchant who occasionally shoots a crossbow, or a huntress leading a mostly peaceful band of nomads: we are virtually always in the thick of the fight.

So, I have to say in my usual long-winded fashion: whether I start as a priest, a lumberjack, a miner, a squire, a spoiled aristocrat, a huntress, a musician, a ex-soldier, doesn't seem to really make much difference after very few levels. Now, some may say that's good and some may say that's bland, but that's the way it is so far.

In general, I'm in favor of your ideas about removing some of the player's ability to control how the character develops mainly because I'm in favor of unique characters, rather than always getting someone who's really good with almost every weapon. Like I do now.

I doubt however that many others will feel the same though about giving up some control.

Regading Map Movement and Additions Not an entirely new suggestion to have extra towns and outposts but still a good idea. I've thought the map a bit small and have said so often enough, but slowing travel speed is not popular at all even though it almost amounts to the same thing as making the map larger anyway. There was a thread arguing that map speed was too slow! So go figure what people want.

On Animals, Hunting, Weapons A commonly suggested addition (animals/hunting) though for me not a big priority: it's just not my thing. I would like additional ways to acquire horses through trading with other parties and outposts, as well as having new breeds or being able to have one-of-a-kind horses. Specialized weapons is an idea that would work out well, I believe, and there is at least one thread devoted to something similar.

Interesting stuff.
 
I'm sorry that I didn't actually do the search thing, I'd just typed in more or less what came in to my head during the course of the day (into notepad), then pasted the whole lot into one place.

I know we could all say this "I didn't have time", well I didn't really - I was still at work (albeit not 'clocked on' and there's a cut off time for net activity). Lame excuse maybe, but an excuse none the less.

PS: Nor did I have time to put other idea's...Thanks for the comments.

BTW - Thanks to the peeps behind the game, at least with regard to historical accuracies they've got something right. Oh and the gameplay..and the...etc
 
I like the idea of removing a part of character development control. Possibly, it could be inpremented as an option at the creation phase.

I noticed that when a character leveled up, I almost always choose to increase Combat skills, or healing skills because they gave me an edge over the enemy. But when those skills are locked, what should I do? It'll give me an interesting choice!

And welcome, Scenix.
 
There is also the take on what Bethesda Softworks are currently (apparently) doing with Oblivion (sequel to Morrowind) that alledgedly there are no skill points and everything goes up on how often you use it - personally I thought thats what Morrowind did - I can't remember so...

Sorry, the general idea is that sword skills would go up the more you use the sword, but this is already implemented in Mount & Blade, so it could be a possible suggestion to downgrade a skill when it isn't used for a long time, thereby forcing you to use a selection of weapons.

In this suggestion however the skill point system would have to change to be a percentage, or perhaps levelling up would enable you to go up one point, whereas using the weapon/skill frequently would gradually go up percentage wise - in other words skills would be 1.56. Then again I suppose it already does this 'behind the scenes' (in the code).

Backtracking, I do think however having skills (gradually) downgrade when you don't use them could be a good variable. (If I learnt to ride a bike at 5 years old, then didn't ride for say 50 years I would probably fall off)

The extra point on skill points when choosing intelligence as your attribute can be absurd and end up with a frail character with huge brain. Imagine skinny 5ft guy the a head the size of an elephant. I do have one of these characters.
 
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