Madeloc
Regular
Hello Dev Team,
Jump to the end I wrote a summary if you want to avoid the poetry
I find that Bannerlord has a good lore, an existing world with several cultures some stories, etc.
Sturgia reminds me of the Nords in Mount & Blade and Mount & Blade : Warband.
Their strong units were the Huskarls. I think the Druzhinniks are cool, but I digress
1) Battania
But what I'm thinking the more about is Battania : they are the only ones whom lords are all infantry.
- the idea is to remove any form of cavalry for Battania, but instead adding a high rank infantry, maybe not r6, because of the Fians who are already very strong and good units, but when I meet battanian armies with more cavalry than the "cavalry cultures" as Vlandia, Empire, I feel upset lol
So, no cavalry for Battania.
When I play Battania I use a mix of Oathsworns, Falxmen and Fians, and that's working well.
2) Aserai
Aserai has a cool background too, the desert, southern, a nice variation of other cultures, but : they don't use camels !!!!
Give camels to aserai !!! If I could, when playing Aserai, as cavalry I would use Ghilman and Jawwal units.
I think aserai cavalry should be using camel, for the lore, the exoticism, and why not, ELEPHANTS (maybe with a limit of a few units per army/party, cause that would be powerful units).
3) Minor factions
See summary
SUMMARY :
1) Battania : no cavalry, full infantry !
2) Aserai : cavalry must be camels and elephants !
About elephants : slow, with a carrycot and several archers inside (a bit like Olifants from the Lords of the Rings) - remove Mameluke heavy cavalry.
About camels : standard cavalry uses camels (beware the height of the camels, with short weapons it is impossible to hit infantrymen, on the ground).
And for cavalry in general, NO throwing weapons.
3) Minor factions : minor factions should use only their specific units. They could have the ability to convert any basic recruit in the recruits of their faction.
With maybe adding for the Embers (light armor no shield, and melee) a support unit a bit like the hidden hand, and the perks for their leaders so as to help the survivability of their troops. Or compensate the relative weakness of some of the minor faction units with the size of their parties.
That's all, thanks for reading.
Jump to the end I wrote a summary if you want to avoid the poetry
I find that Bannerlord has a good lore, an existing world with several cultures some stories, etc.
Sturgia reminds me of the Nords in Mount & Blade and Mount & Blade : Warband.
Their strong units were the Huskarls. I think the Druzhinniks are cool, but I digress
1) Battania
But what I'm thinking the more about is Battania : they are the only ones whom lords are all infantry.
- the idea is to remove any form of cavalry for Battania, but instead adding a high rank infantry, maybe not r6, because of the Fians who are already very strong and good units, but when I meet battanian armies with more cavalry than the "cavalry cultures" as Vlandia, Empire, I feel upset lol
So, no cavalry for Battania.
When I play Battania I use a mix of Oathsworns, Falxmen and Fians, and that's working well.
2) Aserai
Aserai has a cool background too, the desert, southern, a nice variation of other cultures, but : they don't use camels !!!!
Give camels to aserai !!! If I could, when playing Aserai, as cavalry I would use Ghilman and Jawwal units.
I think aserai cavalry should be using camel, for the lore, the exoticism, and why not, ELEPHANTS (maybe with a limit of a few units per army/party, cause that would be powerful units).
3) Minor factions
See summary
SUMMARY :
1) Battania : no cavalry, full infantry !
2) Aserai : cavalry must be camels and elephants !
About elephants : slow, with a carrycot and several archers inside (a bit like Olifants from the Lords of the Rings) - remove Mameluke heavy cavalry.
About camels : standard cavalry uses camels (beware the height of the camels, with short weapons it is impossible to hit infantrymen, on the ground).
And for cavalry in general, NO throwing weapons.
3) Minor factions : minor factions should use only their specific units. They could have the ability to convert any basic recruit in the recruits of their faction.
With maybe adding for the Embers (light armor no shield, and melee) a support unit a bit like the hidden hand, and the perks for their leaders so as to help the survivability of their troops. Or compensate the relative weakness of some of the minor faction units with the size of their parties.
That's all, thanks for reading.
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