Bannerlord Wishlist

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RTS Camera
now the od doesn't work cause of updates.

this should be on the main game. after trying it , is almost impossible to play again without it.
this is not total war the player combat is a big part of the game
 
  • Internal wars between clans not factions. Two vlandian clans just fighting each other for fiefs
I really though they would've added this with the addition of the clan system, seems like a massive missed opportunity.

RTS Camera
now the od doesn't work cause of updates.

this should be on the main game. after trying it , is almost impossible to play again without it.
They've updated it for both 1.5.5 and 1.5.6.
 
A few of mine
-If you have multiple children or another clan leader has and he/she dies maybe a succesion mini civil war or duel if one of the clan members want to suceed the leader or just ain't happy with the new one.
-Assasination but its probably have been mentioned by others
-Its probably another many mentioned but occasional Invasions would also be nice be it Nord or even a Samurai like faction or just the Black/Dark Knights
-A northern custom scene with Northern Lights would also be awesome
- Ships would be also nice especially if u could also siege cities from the port instead of the gates
 
For me I would like some variation in the factions, other than choosing which troops you get they all are the same thing!
-Quests variation depending on the area/faction. Battanian should solve their family feuds differently than how the Khuzaits do it, it's really annoying going from town to town only to see the people request the same quests
-Quests 2: Add way more quests that imply a little more brain to do them, everytime I do a quest I feel like I'm just disconnecting my brain and doing automatic tasks to grind my renown and money, it's boring and tedious.
-Give the bandits and other spawns some well needed variation: Make the world be breathing with life, battles and events happening here and there, rebellions are a good step forward this, but bandits can't just be boring poorly dressed looters, how long are we going to grind these boring groups of people over and over again, give them some variation already!
There is so much more I could add but I feel like I've made like 10 suggestion threads already and they were pretty useless
 
sharing crafted weapons between game saves.
More than 1 spawn per army on each SP map
 
最后编辑:
-High-tiered troops to be alot more expensive.
---Upgrading troops to cost resources on higher tiers as well as money
-More available medium-high tier gear for sale at a reasonable price
-Getting rid of bad modifiers on gear, like rusty etc
-Low-level companions available as questreward(relatives of notables) instead of gold(in some quests!)
-Freelancer
 
Honestly after a few hours in 1.5.6 the only thing on my wishlist is getting the old Command UI back. using this new 2 tiered mess after 8 months of nice and simple 1 or 2 button orders is frustrating to say the least. If it wasn't such a good patch otherwise then I'd have gone back to 1.5.4... tbh I still might
 
I try to keep my wishes to the things Taleworlds are obligated to deliver with the expectations they've built their sales on.

  • Missing Warband features need to come back. Nobody expected Bannerlord, a sequel, was going to be missing so many features from its predecessor. https://forums.taleworlds.com/index...kwards-in-multiple-areas-from-warband.431963/
  • The promised crime and punishment system needs to be implemented.
  • Mod tools need to be finished.
  • Dynasty systems need to be finished, and given a gameplay purpose. This leads into the next point.
  • Dynasty mechanics have no reason to exist if you can conquer all of Calradia in a lifetime and have no enemies left to fight by the time your children are old enough to replace you. Civil wars can make having a dynasty relevant. It could work like this: If roughly half the clans in a faction are power-hungry, or angry at the leader, they can break away and form a separatist faction which is at war with the parent faction. The likelihood of a civil war increases the more time passes and the larger a faction gets. This would be a good way of expanding on the claimants feature from Warband, would give the end-game replayability by giving the player a constant source of new, challenging enemies to fight to hold onto their empire/dynasty, and would finally solve the problem of faction balance/snowballing.
  • A troop tree overhaul for the factions to make them feel more different from each other would be very good. Bannerlord's factions feel very samey compared to Warband's ones, which had strong specializations and big weaknesses setting them apart.
  • The Italo-Norman masked helmet they used to advertise the game is still not in the game. Also functional banners being carried by troops in vanilla, something they advertised with.
  • Assorted bugfixing, polishing and balancing to existing features to make them all work as advertised, and filling in placeholder dialogue and scenes.
If they do all of these things above, then Bannerlord will be a feature complete game and good sequel that advanced Warband's gameplay in every way and delivered on all its promises. Anything more is a bonus.
 
-Joining and ranking up in minor factions.
-Minor factions having secret bases (like hideouts) and being able to recruit their soldiers when joined them.
-Civil wars.
-Being able to "suggest" other armies to do something (might spend influence), at least someway of communicating with them.
-Being able to tell our clan parties what to do with details.
-Random encounters. (like Warband's ambushes by bandits in settlements)
-Conspiracies and diplomacy (like telling a lord to support us in next kingdom decision-might use
influence)
-Feasts, hunts (yes, we can shoot some wild animals with other nobles) and this kind of peace time activities
-Snow, rain, fog, seasons in campaign map and scenes (they should effect gameplay)
-Courting/flirting ways
-Castles should matter. (Slowing down enemy parties or garrison sallies out when small enemy parties or bandits come close or try to raid bounded villages, noble units from castles etc.)
 
最后编辑:
I try to keep my wishes to the things Taleworlds are obligated to deliver with the expectations they've built their sales on.

  • Missing Warband features need to come back. Nobody expected Bannerlord, a sequel, was going to be missing so many features from its predecessor. https://forums.taleworlds.com/index...kwards-in-multiple-areas-from-warband.431963/
  • The promised crime and punishment system needs to be implemented.
  • Mod tools need to be finished.
  • Dynasty systems need to be finished, and given a gameplay purpose. This leads into the next point.
  • Dynasty mechanics have no reason to exist if you can conquer all of Calradia in a lifetime and have no enemies left to fight by the time your children are old enough to replace you. Civil wars can make having a dynasty relevant. It could work like this: If roughly half the clans in a faction are power-hungry, or angry at the leader, they can break away and form a separatist faction which is at war with the parent faction. The likelihood of a civil war increases the more time passes and the larger a faction gets. This would be a good way of expanding on the claimants feature from Warband, would give the end-game replayability by giving the player a constant source of new, challenging enemies to fight to hold onto their empire/dynasty, and would finally solve the problem of faction balance/snowballing.
  • A troop tree overhaul for the factions to make them feel more different from each other would be very good. Bannerlord's factions feel very samey compared to Warband's ones, which had strong specializations and big weaknesses setting them apart.
  • The Italo-Norman masked helmet they used to advertise the game is still not in the game. Also functional banners being carried by troops in vanilla, something they advertised with.
  • Assorted bugfixing, polishing and balancing to existing features to make them all work as advertised, and filling in placeholder dialogue and scenes.
If they do all of these things above, then Bannerlord will be a feature complete game and good sequel that advanced Warband's gameplay in every way and delivered on all its promises. Anything more is a bonus.
giphy.gif

+1
Well said, all these points must be part of a solid foundation that is currently watering down everywhere. And let me add, the whole combat system (animations, parameters, ai, patfinding, orders...etc) MUST had been fixed at day one before go full release. No mentioning MP... a boat without oars in the middle of the ocean...a pity.
 
There are quite a few really good ideas here and has me wanting to add the fleshing out of bandits and minor factions would go a long way in filling out the world. I would like to see BL teeming with bandits and minor factions.

Both need an overhaul of their usefulness and more to do. Such as quests specific to them and a reason to do them. Give each a tier 5 or 6 unit which can only be given by having a high relationship with the clans. And a way if we could of actually "joining" the bandits would be fun.

A fun really hard play through could see you joining the bandits or a minor faction and then fighting for legitimacy. I know it is too much to ask but if someway we could turn a minor into a major would be fantastic and the function could be then also used when a rebellion starts. If the clan makes the 30 days they are given a chance to form a minor faction or join any faction they chose. These should all be weighed heavily by culture and if they become a minor faction it just uses the clan name for the faction name and adopts the cultures troop tree.
 
-order troops to attack specific formation/unit type both ranged and melee attack
-weapon orders
-camels should scare horses( this was implemented in a mod called bannerpage for warband)
-better implementation of spear combat
-deployable pavise
-orderly reorganization of formations(i.e troops don't show their back to enemy archers when rearranging size of square or circle formation)
-infantry sprint for initial charge (if possible)
-setup a camp option in campaign map (to give rest to the troops, which should give a morale boost and movement speed boost to the party)
-give orders to lord parties in an army
-more utility to castles( maybe they could train elite troops or recruit noble troops,form patrols etc)
-village management
-better diplomacy( alliances,trade agreements etc)
-better marriages, feasts
-Assassinations and espionage(or at least quests related to this)
-more visual variety in armor sets of final tier units
-order the town smith to craft some weapon or armor for you
-border incidents( simple text notification in warband through which you can expect which factions might go to war)
-naval combat, map expansion with new factions like samurai or aztecs ( for a post full release stage as a dlc or free LC maybe)
 
Features that I have well thought out are in green
Features that I have not fully fleshed out are in orange

Do not hesitate to ask for clarification on any points listed if you do not fully grasp / need more explanation

Performance
  • Never want memory leaks again. Please optimize.
UI

  • Sort troop types/levels etc, upgrade all, troop type upgrades 'path', recruit all prisoner etc. QOL improvements (these were available in a mod)
  • sell all of level, of max value (I cannot understate how annoying it is to CTRL click)
  • Better grouping of units
    • drag and drop under captains, (so each captain can have several types of troops?, maybe too much)
  • Ability to create 'Sub headers' in the inventory screen for Manual sorting (the sort by name, price, quantity still apply to the list - but essentially I am moving some goods to appear where I want them to. For example, I can make a custom sub header, with silk, olives, war horses and silver. The intention is for this also to match in the current settlement, so players who like to trade certain goods can immediately access those if they are available (instead of having to sort through the whole list... something of a 'shopping' list - i.e. I want more noble armours etc.
    • The sort list should have a building UI, where you type in the good names to add it to the sub header (drag and drop is nice though, i.e. i see a good in the market, or my inventory, and i drag it onto the subheader which i previously create through and Add Custom Inventory button


Quests

  • Assassination quests
  • Clan quests, faction quests (in addition to NPC mission), player can create faction quests that NPCs do (like, train my troops, etc)
  • Get clan to join faction quest (and that clan will want specific things for example, in addition to the traditional dialogue/barter route)
  • Win tournament quest to be considered for marriage?



Items

  • Epic quest items, weapons armors, horses etc (tier 7)
  • Requisition of items from workshops (but workshop should have levels, just like towns)
  • Faction or Clan bonuses from epic items that can be lost/looted (small buffs for morale, or influence etc)



Leveling of towns, caravans, workshops (tier 1-3, or 1-6)


  • can upgrade to higher tiers, after meeting certain conditions (quests, XP etc) -> allows workshop to produce more, make more profit, caravans can become more resilient (from 30,40,50 troops)
  • Workshops level and create different levels of items (so late game = tier 6 armors)



Castles

  • Castellan/'Head' Noble with patrol orders for taking care of looters?
  • Recruit nobles from Castles
  • 3x food stores (2,100 food) - castles should provide great troops, and be able to hold out for a long time
  • Notification of nearby troop movements with certain upgrades
  • A 'messenger' system? (not sure how this would work yet..)
  • Zone of control



Towns


  • Max garrison 250.. (even that is high)
  • Faction capital that gives the town certain benefits (higher garrison size, more food stores, more income (maybe has a coin mint that adds base income?) so each faction has a town that is very hard to take), but is also a very lucrative target (perhaps this is set in the game, only 1 town of each faction from the get go can get to tier 4 walls for example (tier 4 of everything, or even better, unique projects & buildings that give faction bonuses)
    • for example, conquering the capital of a faction gives you the unique bonus of the player creation culture bonus (aserai trade, vlandian XP etc).



Clan/Parties


  • Party orders (clear out hideouts, scout ahead, bring supplies)
  • Clan orders (take towns X, castles X, engage field battles, defend X, area, etc)



Gameplay / Relations / Mini games


  • Duels (option to kill in duel, and can be killed by lord) - sparing = trait + relationship bonus
    • kill does not do negative, but adds trait like merciless (after time)
    • Creates 'revenge' bar with a clan - so duel and kills = bad blood
    • Duels should be strategic or with quests I.E. your town gets taken, and the NPC can do stuff to your family (part of a pillaging mechanic)
  • Different tiers of prison, can put NPC in different prisons that have different repercussions = 'house' arrest, dungeon ruins relation and so on, this would affect your honor rating and relations and maybe even the 'health' of the NPC ... might be a bit much, but definitely better prisons could help, and make breakouts easier/harder
  • More varied bandits and minor faction bandits with bigger hideouts that are more difficult to clear, but also have more benefits when cleared
    • diplomacy with bandits? has positive / negative
  • War objectives / goals and a more understandable war score
  • More understandable barter system and what motivates lords...
  • Assassinations with roguery skill
  • Nemesis system
  • Hunts (can get killed by boar, NPC too)
  • Feasts - king only - (and special tourneys for feasts)
  • "Kings' tournament, or different level tournaments(linked to prosperity?)
    • with archery / sword / jousting that player can join all three or just 1 or 2 events.
    • Must have most points to win total tourney (each place 1,2,3 adds to the total points table?)
    • can win much better items, much more money (2-3K, 6-10K overall), much more renown (like 20)
    • Happens once a year only, and only lords / minor faction lords join (so much harder to win in early game)
  • Recruitment by lance from castles (only way to get noble and common troops, both reach tiers 6-7)
    • towns only give militia troops that level only to tier 3/4
  • Hero companions that player needs to quest to recruit.



Trade


  • Oligopoly / Faction merchant guilds that give a bonus to profit when certain conditions met (analogous to renown system for clan tiers)
  • Caravan / Workshop synergy (your caravans try to boost workshop profit by keeping it fed with certain amount of goods)



Perks


  • (Trade) Auto trade (a max trade skill prob. would be well deserved and earned) - at least SOME auto trade feature (I think warband might of had it? in any case.. should have it)
  • (Trade) - Can see margin on inventory items (I.E. if you buy grain at several prices, you know your average cost of purchase)
  • (Tactics / Leadership) Commander perk, (high level), allows you to zoom out and control via RTS type, so in late game, you can control battles from RTS top down, and actually use several hot controls/groups effectively..



Diplomacy


  • Envoys (for barters from a distance!!! Would make life much easier) - maybe keep it limited to some barters (IE cant convince another lord o join? Although that would be obviously excellent, but OP.)
    • Primary use = bartering towns, marriages, peace?
  • Faction relations, agreements (for trade, reduced tariffs or other things). Non aggression pact, defense pact, alliance.
  • Civil war?
  • War unrest? (previously in warband, losing a lot of territory would get you booted as marshal, so some mechanic here could be welcome for ineffective army leaders, maybe some traits for notoriously good/bad army leaders



Workshops


  • More control over workshops, i.e. stockpiling, delivering goods
  • missions for workshops productivity?



Villages


  • Projects/Buildings (granary, farm etc) -> these can keep FOOD for you
    • instead of having to buy food from your own village, there is an option to store it (you would lose some income of course as a tradeoff), but a welcome addition. Especially for armies to get food, allied armies could buy food from the village at 'cost' (slightly below the average price of the good, I.E. grain 8 denar or something).
  • Can leave retainer guard at villages from castle? (for example, a fixed number, maybe with policy, allows castles to send extra defenders to village, so 100 militia from a high prosperity village can also have 10-25 garrison from the nearby castle) -> I think this is a game changing feature.



Kingdom / Factions


  • recruit minor clans as vassals
  • recruit mercenaries through UI, maybe make a bidding system?
  • More policies (clan tribute, clan wealth redistribution/subsidizing)
  • Faction Bank (for the above, for paying mercenaries, for gaining influence through donation, taking FOR influence too maybe (so lords who are broke can get some money for influence, up to a maximum withdrawal of like, 10K denar for 1K influence... some sort of emergency feature for player / clans)
  • Garrison transfer system
  • Some sort of timer / threshold to know when mercenaries will stay / leave (instead of them just leaving on a whim)
  • Clan titles
    • Wardens (you can split your kingdom into sectors, Left/Center/Right, with a title awarded to a clan (must be clan lvl 6 i suppose), gives some influence to clan as a title. Maybe wardens will focus on that area of the kingdom/border
    • Titles can give buffs (% of denars as tribute with a policy to clans of different tiers, extra influence, extra relations etc)
  • Revolts can recruit mercenaries?
  • Player or defecting lords can start minor factions and build several hideouts (1-3, which have parties that raid around the area)
    • minor clans can do so also, instead of just mercenaries
    • executing outlaws gives no penalties
  • Minor factions have specific bonuses



Governors


  • Should be able to have a party up to 50~ to take care of hideouts and bandits etc. Must be capped, takes from garrison and returns. Would allow governors to get other experience than just tourney and steward



Sieges


  • More types of siege equipment, levels of siege equipment (low level, weak, fast to build siege tower, vs lvl 3 siege tower)
  • Make sieges last longer on map, and much much harder for auto resolving from AI...
  • Siege notifications? (they are so spotty right now I think...)
  • Obviously better pathfinding
  • Siege defense placement or CONTROL POINTS (so, about 3, two for towers, 1 for gate, so the AI actually stays there)
  • A zoom out RTS mode that makes it much easier to split troops, make them move etc)



Battles / Combat


  • Orders for captains or stances (instead of auto delegate, manual delegate)
  • Order of battle
  • Preset formations & orders
  • Preview of battle map (total war style)
  • Banners
  • War horns
  • Skirmishing phase (each army starts with 10% of their army to a max of 100 each), winner of this battle gets a buff to ORBAT start / morale / other things?
  • Glancing blows
  • athletics speed that makes sense...
  • Finishing blows animation (like a stab through short animation?)
  • Decapitation / gore
  • Short/Long grip for polearms



Campaign Map / Armies


  • 'Camp', fortify and recruit (small parties of recruit come within the vision map & also gives XP (perhaps stewardship, organization bonus, movement bonus, troop XP bonus etc)
    • this takes time to pack up or to set up, and so introduces some new dynamics.
    • You can only create an army from camps, therefore, new wars will take time for armies to get organized if not already up
    • Armies get disorganized over time if not camped, and also lose moral. This would probably stop snowballing to an extent, by slowing down army by other mechanisms instead of just cohesion
    • Can have caravan interact with camps just like they do with cities, and set buy/sell limits from a UI (so you can stock up on food, sell loots)
  • Roads w/ movement bonus and a toggle to follow road, or not (roads have movement bonus, and therefore armies will want to take them, and also run into each other more often?)
    • large movement debuff for moving off road with huge army (over 500+?)
  • Tired debuff for troop efficacy (some sort of 'form', like in sports games, normal, high, low form tied to morale, carrying burden, recent events etc). Currently, all armies can just travel forever, just need supplies
  • Cooldown for smithing while travelling (if you can travel for weeks and fight, you should be able to get your smithing energy!!!!!!)
 
最后编辑:
Features that I have well thought out are in green
Features that I have not fully fleshed out are in orange

Do not hesitate to ask for clarification on any points listed if you do not fully grasp / need more explanation

Performance
  • Never want memory leaks again. Please optimize.
UI
  • Sort troop types/levels etc, upgrade all, troop type upgrades 'path', recruit all prisoner etc. QOL improvements (these were available in a mod)
  • sell all of level, of max value (I cannot understate how annoying it is to CTRL click)
  • Better grouping of units
    • drag and drop under captains, (so each captain can have several types of troops?, maybe too much)
Quests
  • Assassination quests
  • Clan quests, faction quests (in addition to NPC mission), player can create faction quests that NPCs do (like, train my troops, etc)
  • Get clan to join faction quest (and that clan will want specific things for example, in addition to the traditional dialogue/barter route)
  • Win tournament quest to be considered for marriage?
Items
  • Epic quest items, weapons armors, horses etc (tier 7)
  • Requisition of items from workshops (but workshop should have levels, just like towns)
  • Faction or Clan bonuses from epic items that can be lost/looted (small buffs for morale, or influence etc)
Leveling of towns, caravans, workshops (tier 1-3, or 1-6)
  • can upgrade to higher tiers, after meeting certain conditions (quests, XP etc) -> allows workshop to produce more, make more profit, caravans can become more resilient (from 30,40,50 troops)
  • Workshops level and create different levels of items (so late game = tier 6 armors)
Castles
  • Castellan/'Head' Noble with patrol orders for taking care of looters?
  • Recruit nobles from Castles
  • 3x food stores (2,100 food) - castles should provide great troops, and be able to hold out for a long time
  • Notification of nearby troop movements with certain upgrades
  • A 'messenger' system? (not sure how this would work yet..)
  • Zone of control
Towns
  • Max garrison 250.. (even that is high)
  • Faction capital that gives the town certain benefits (higher garrison size, more food stores, more income (maybe has a coin mint that adds base income?) so each faction has a town that is very hard to take), but is also a very lucrative target (perhaps this is set in the game, only 1 town of each faction from the get go can get to tier 4 walls for example (tier 4 of everything, or even better, unique projects & buildings that give faction bonuses)
    • for example, conquering the capital of a faction gives you the unique bonus of the player creation culture bonus (aserai trade, vlandian XP etc).
Clan/Parties
  • Party orders (clear out hideouts, scout ahead, bring supplies)
  • Clan orders (take towns X, castles X, engage field battles, defend X, area, etc)
Gameplay / Relations / Mini games
  • Duels (option to kill in duel, and can be killed by lord) - sparing = trait + relationship bonus
    • kill does not do negative, but adds trait like merciless (after time)
    • Creates 'revenge' bar with a clan - so duel and kills = bad blood
    • Duels should be strategic or with quests I.E. your town gets taken, and the NPC can do stuff to your family (part of a pillaging mechanic)
  • Different tiers of prison, can put NPC in different prisons that have different repercussions = 'house' arrest, dungeon ruins relation and so on, this would affect your honor rating and relations and maybe even the 'health' of the NPC ... might be a bit much, but definitely better prisons could help, and make breakouts easier/harder
  • More varied bandits and minor faction bandits with bigger hideouts that are more difficult to clear, but also have more benefits when cleared
    • diplomacy with bandits? has positive / negative
  • War objectives / goals and a more understandable war score
  • More understandable barter system and what motivates lords...
  • Assassinations with roguery skill
  • Nemesis system
  • Hunts (can get killed by boar, NPC too)
  • Feasts - king only - (and special tourneys for feasts)
  • "Kings' tournament, or different level tournaments(linked to prosperity?)
    • with archery / sword / jousting that player can join all three or just 1 or 2 events.
    • Must have most points to win total tourney (each place 1,2,3 adds to the total points table?)
    • can win much better items, much more money (2-3K, 6-10K overall), much more renown (like 20)
    • Happens once a year only, and only lords / minor faction lords join (so much harder to win in early game)
  • Recruitment by lance from castles (only way to get noble and common troops, both reach tiers 6-7)
    • towns only give militia troops that level only to tier 3/4
  • Hero companions that player needs to quest to recruit.
Trade
  • Oligopoly / Faction merchant guilds that give a bonus to profit when certain conditions met (analogous to renown system for clan tiers)
  • Caravan / Workshop synergy (your caravans try to boost workshop profit by keeping it fed with certain amount of goods)

Perks
  • (Trade) Auto trade (a max trade skill prob. would be well deserved and earned) - at least SOME auto trade feature (I think warband might of had it? in any case.. should have it)
  • (Trade) - Can see margin on inventory items (I.E. if you buy grain at several prices, you know your average cost of purchase)
  • (Tactics / Leadership) Commander perk, (high level), allows you to zoom out and control via RTS type, so in late game, you can control battles from RTS top down, and actually use several hot controls/groups effectively..
Diplomacy
  • Envoys (for barters from a distance!!! Would make life much easier) - maybe keep it limited to some barters (IE cant convince another lord o join? Although that would be obviously excellent, but OP.)
    • Primary use = bartering towns, marriages, peace?
  • Faction relations, agreements (for trade, reduced tariffs or other things). Non aggression pact, defense pact, alliance.
  • Civil war?
  • War unrest? (previously in warband, losing a lot of territory would get you booted as marshal, so some mechanic here could be welcome for ineffective army leaders, maybe some traits for notoriously good/bad army leaders
Workshops
  • More control over workshops, i.e. stockpiling, delivering goods
  • missions for workshops productivity?
Villages
  • Projects/Buildings (granary, farm etc) -> these can keep FOOD for you
    • instead of having to buy food from your own village, there is an option to store it (you would lose some income of course as a tradeoff), but a welcome addition. Especially for armies to get food, allied armies could buy food from the village at 'cost' (slightly below the average price of the good, I.E. grain 8 denar or something).
  • Can leave retainer guard at villages from castle? (for example, a fixed number, maybe with policy, allows castles to send extra defenders to village, so 100 militia from a high prosperity village can also have 10-25 garrison from the nearby castle) -> I think this is a game changing feature.
Kingdom / Factions
  • recruit minor clans as vassals
  • recruit mercenaries through UI, maybe make a bidding system?
  • More policies (clan tribute, clan wealth redistribution/subsidizing)
  • Faction Bank (for the above, for paying mercenaries, for gaining influence through donation, taking FOR influence too maybe (so lords who are broke can get some money for influence, up to a maximum withdrawal of like, 10K denar for 1K influence... some sort of emergency feature for player / clans)
  • Garrison transfer system
  • Some sort of timer / threshold to know when mercenaries will stay / leave (instead of them just leaving on a whim)
  • Clan titles
    • Wardens (you can split your kingdom into sectors, Left/Center/Right, with a title awarded to a clan (must be clan lvl 6 i suppose), gives some influence to clan as a title. Maybe wardens will focus on that area of the kingdom/border
    • Titles can give buffs (% of denars as tribute with a policy to clans of different tiers, extra influence, extra relations etc)
  • Revolts can recruit mercenaries?
  • Player or defecting lords can start minor factions and build several hideouts (1-3, which have parties that raid around the area)
    • minor clans can do so also, instead of just mercenaries
    • executing outlaws gives no penalties
  • Minor factions have specific bonuses
Governors
  • Should be able to have a party up to 50~ to take care of hideouts and bandits etc. Must be capped, takes from garrison and returns. Would allow governors to get other experience than just tourney and steward
Sieges
  • More types of siege equipment, levels of siege equipment (low level, weak, fast to build siege tower, vs lvl 3 siege tower)
  • Make sieges last longer on map, and much much harder for auto resolving from AI...
  • Siege notifications? (they are so spotty right now I think...)
  • Obviously better pathfinding
  • Siege defense placement or CONTROL POINTS (so, about 3, two for towers, 1 for gate, so the AI actually stays there)
  • A zoom out RTS mode that makes it much easier to split troops, make them move etc)
Battles / Combat
  • Orders for captains or stances (instead of auto delegate, manual delegate)
  • Order of battle
  • Preset formations & orders
  • Preview of battle map (total war style)
  • Banners
  • War horns
  • Skirmishing phase (each army starts with 10% of their army to a max of 100 each), winner of this battle gets a buff to ORBAT start / morale / other things?
  • Glancing blows
  • athletics speed that makes sense...
  • Finishing blows animation (like a stab through short animation?)
  • Decapitation / gore
  • Short/Long grip for polearms
Campaign Map / Armies
  • 'Camp', fortify and recruit (small parties of recruit come within the vision map & also gives XP (perhaps stewardship, organization bonus, movement bonus, troop XP bonus etc)
    • this takes time to pack up or to set up, and so introduces some new dynamics.
    • You can only create an army from camps, therefore, new wars will take time for armies to get organized if not already up
    • Armies get disorganized over time if not camped, and also lose moral. This would probably stop snowballing to an extent, by slowing down army by other mechanisms instead of just cohesion
    • Can have caravan interact with camps just like they do with cities, and set buy/sell limits from a UI (so you can stock up on food, sell loots)
  • Roads w/ movement bonus and a toggle to follow road, or not (roads have movement bonus, and therefore armies will want to take them, and also run into each other more often?)
    • large movement debuff for moving off road with huge army (over 500+?)
  • Tired debuff for troop efficacy (some sort of 'form', like in sports games, normal, high, low form tied to morale, carrying burden, recent events etc). Currently, all armies can just travel forever, just need supplies
  • Cooldown for smithing while travelling (if you can travel for weeks and fight, you should be able to get your smithing energy!!!!!!)

I'll play this mod.

I'd also like the option to sell my clan as mercenaries to other factions we are not at war with.
 
Features that I have well thought out are in green
Features that I have not fully fleshed out are in orange

Do not hesitate to ask for clarification on any points listed if you do not fully grasp / need more explanation

Performance
  • Never want memory leaks again. Please optimize.
UI
  • Sort troop types/levels etc, upgrade all, troop type upgrades 'path', recruit all prisoner etc. QOL improvements (these were available in a mod)
  • sell all of level, of max value (I cannot understate how annoying it is to CTRL click)
  • Better grouping of units
    • drag and drop under captains, (so each captain can have several types of troops?, maybe too much)
Quests
  • Assassination quests
  • Clan quests, faction quests (in addition to NPC mission), player can create faction quests that NPCs do (like, train my troops, etc)
  • Get clan to join faction quest (and that clan will want specific things for example, in addition to the traditional dialogue/barter route)
  • Win tournament quest to be considered for marriage?
Items
  • Epic quest items, weapons armors, horses etc (tier 7)
  • Requisition of items from workshops (but workshop should have levels, just like towns)
  • Faction or Clan bonuses from epic items that can be lost/looted (small buffs for morale, or influence etc)
Leveling of towns, caravans, workshops (tier 1-3, or 1-6)
  • can upgrade to higher tiers, after meeting certain conditions (quests, XP etc) -> allows workshop to produce more, make more profit, caravans can become more resilient (from 30,40,50 troops)
  • Workshops level and create different levels of items (so late game = tier 6 armors)
Castles
  • Castellan/'Head' Noble with patrol orders for taking care of looters?
  • Recruit nobles from Castles
  • 3x food stores (2,100 food) - castles should provide great troops, and be able to hold out for a long time
  • Notification of nearby troop movements with certain upgrades
  • A 'messenger' system? (not sure how this would work yet..)
  • Zone of control
Towns
  • Max garrison 250.. (even that is high)
  • Faction capital that gives the town certain benefits (higher garrison size, more food stores, more income (maybe has a coin mint that adds base income?) so each faction has a town that is very hard to take), but is also a very lucrative target (perhaps this is set in the game, only 1 town of each faction from the get go can get to tier 4 walls for example (tier 4 of everything, or even better, unique projects & buildings that give faction bonuses)
    • for example, conquering the capital of a faction gives you the unique bonus of the player creation culture bonus (aserai trade, vlandian XP etc).
Clan/Parties
  • Party orders (clear out hideouts, scout ahead, bring supplies)
  • Clan orders (take towns X, castles X, engage field battles, defend X, area, etc)
Gameplay / Relations / Mini games
  • Duels (option to kill in duel, and can be killed by lord) - sparing = trait + relationship bonus
    • kill does not do negative, but adds trait like merciless (after time)
    • Creates 'revenge' bar with a clan - so duel and kills = bad blood
    • Duels should be strategic or with quests I.E. your town gets taken, and the NPC can do stuff to your family (part of a pillaging mechanic)
  • Different tiers of prison, can put NPC in different prisons that have different repercussions = 'house' arrest, dungeon ruins relation and so on, this would affect your honor rating and relations and maybe even the 'health' of the NPC ... might be a bit much, but definitely better prisons could help, and make breakouts easier/harder
  • More varied bandits and minor faction bandits with bigger hideouts that are more difficult to clear, but also have more benefits when cleared
    • diplomacy with bandits? has positive / negative
  • War objectives / goals and a more understandable war score
  • More understandable barter system and what motivates lords...
  • Assassinations with roguery skill
  • Nemesis system
  • Hunts (can get killed by boar, NPC too)
  • Feasts - king only - (and special tourneys for feasts)
  • "Kings' tournament, or different level tournaments(linked to prosperity?)
    • with archery / sword / jousting that player can join all three or just 1 or 2 events.
    • Must have most points to win total tourney (each place 1,2,3 adds to the total points table?)
    • can win much better items, much more money (2-3K, 6-10K overall), much more renown (like 20)
    • Happens once a year only, and only lords / minor faction lords join (so much harder to win in early game)
  • Recruitment by lance from castles (only way to get noble and common troops, both reach tiers 6-7)
    • towns only give militia troops that level only to tier 3/4
  • Hero companions that player needs to quest to recruit.
Trade
  • Oligopoly / Faction merchant guilds that give a bonus to profit when certain conditions met (analogous to renown system for clan tiers)
  • Caravan / Workshop synergy (your caravans try to boost workshop profit by keeping it fed with certain amount of goods)

Perks
  • (Trade) Auto trade (a max trade skill prob. would be well deserved and earned) - at least SOME auto trade feature (I think warband might of had it? in any case.. should have it)
  • (Trade) - Can see margin on inventory items (I.E. if you buy grain at several prices, you know your average cost of purchase)
  • (Tactics / Leadership) Commander perk, (high level), allows you to zoom out and control via RTS type, so in late game, you can control battles from RTS top down, and actually use several hot controls/groups effectively..
Diplomacy
  • Envoys (for barters from a distance!!! Would make life much easier) - maybe keep it limited to some barters (IE cant convince another lord o join? Although that would be obviously excellent, but OP.)
    • Primary use = bartering towns, marriages, peace?
  • Faction relations, agreements (for trade, reduced tariffs or other things). Non aggression pact, defense pact, alliance.
  • Civil war?
  • War unrest? (previously in warband, losing a lot of territory would get you booted as marshal, so some mechanic here could be welcome for ineffective army leaders, maybe some traits for notoriously good/bad army leaders
Workshops
  • More control over workshops, i.e. stockpiling, delivering goods
  • missions for workshops productivity?
Villages
  • Projects/Buildings (granary, farm etc) -> these can keep FOOD for you
    • instead of having to buy food from your own village, there is an option to store it (you would lose some income of course as a tradeoff), but a welcome addition. Especially for armies to get food, allied armies could buy food from the village at 'cost' (slightly below the average price of the good, I.E. grain 8 denar or something).
  • Can leave retainer guard at villages from castle? (for example, a fixed number, maybe with policy, allows castles to send extra defenders to village, so 100 militia from a high prosperity village can also have 10-25 garrison from the nearby castle) -> I think this is a game changing feature.
Kingdom / Factions
  • recruit minor clans as vassals
  • recruit mercenaries through UI, maybe make a bidding system?
  • More policies (clan tribute, clan wealth redistribution/subsidizing)
  • Faction Bank (for the above, for paying mercenaries, for gaining influence through donation, taking FOR influence too maybe (so lords who are broke can get some money for influence, up to a maximum withdrawal of like, 10K denar for 1K influence... some sort of emergency feature for player / clans)
  • Garrison transfer system
  • Some sort of timer / threshold to know when mercenaries will stay / leave (instead of them just leaving on a whim)
  • Clan titles
    • Wardens (you can split your kingdom into sectors, Left/Center/Right, with a title awarded to a clan (must be clan lvl 6 i suppose), gives some influence to clan as a title. Maybe wardens will focus on that area of the kingdom/border
    • Titles can give buffs (% of denars as tribute with a policy to clans of different tiers, extra influence, extra relations etc)
  • Revolts can recruit mercenaries?
  • Player or defecting lords can start minor factions and build several hideouts (1-3, which have parties that raid around the area)
    • minor clans can do so also, instead of just mercenaries
    • executing outlaws gives no penalties
  • Minor factions have specific bonuses
Governors
  • Should be able to have a party up to 50~ to take care of hideouts and bandits etc. Must be capped, takes from garrison and returns. Would allow governors to get other experience than just tourney and steward
Sieges
  • More types of siege equipment, levels of siege equipment (low level, weak, fast to build siege tower, vs lvl 3 siege tower)
  • Make sieges last longer on map, and much much harder for auto resolving from AI...
  • Siege notifications? (they are so spotty right now I think...)
  • Obviously better pathfinding
  • Siege defense placement or CONTROL POINTS (so, about 3, two for towers, 1 for gate, so the AI actually stays there)
  • A zoom out RTS mode that makes it much easier to split troops, make them move etc)
Battles / Combat
  • Orders for captains or stances (instead of auto delegate, manual delegate)
  • Order of battle
  • Preset formations & orders
  • Preview of battle map (total war style)
  • Banners
  • War horns
  • Skirmishing phase (each army starts with 10% of their army to a max of 100 each), winner of this battle gets a buff to ORBAT start / morale / other things?
  • Glancing blows
  • athletics speed that makes sense...
  • Finishing blows animation (like a stab through short animation?)
  • Decapitation / gore
  • Short/Long grip for polearms
Campaign Map / Armies
  • 'Camp', fortify and recruit (small parties of recruit come within the vision map & also gives XP (perhaps stewardship, organization bonus, movement bonus, troop XP bonus etc)
    • this takes time to pack up or to set up, and so introduces some new dynamics.
    • You can only create an army from camps, therefore, new wars will take time for armies to get organized if not already up
    • Armies get disorganized over time if not camped, and also lose moral. This would probably stop snowballing to an extent, by slowing down army by other mechanisms instead of just cohesion
    • Can have caravan interact with camps just like they do with cities, and set buy/sell limits from a UI (so you can stock up on food, sell loots)
  • Roads w/ movement bonus and a toggle to follow road, or not (roads have movement bonus, and therefore armies will want to take them, and also run into each other more often?)
    • large movement debuff for moving off road with huge army (over 500+?)
  • Tired debuff for troop efficacy (some sort of 'form', like in sports games, normal, high, low form tied to morale, carrying burden, recent events etc). Currently, all armies can just travel forever, just need supplies
  • Cooldown for smithing while travelling (if you can travel for weeks and fight, you should be able to get your smithing energy!!!!!!)
Oh, wow. Must've taken lot of your time. Respect the efforts!
 
-The ability to actually join in an ongoing battle, when you help a party (instead of starting at the edge of the map with allies)
That would be amazing! Can't be hard to implement either, just spawn the armies you join in the middle and your own party at the edge of the map. Are the battles still over in a heartbeat? I haven't played in many months and that wouldn'T be helpful ofcourse...
 
最后编辑:
I decided to not make an extra list of the wishes, but instead just gather them in this thread in general. I sadly don't have enough time for keeping track of all the new posts and add them. However, if people abide my rules, this thread should be well ordered enough to call it a list itself, and give a pretty good overview for someone searching for wishes of the community, therefore making a seperated list kind of useless anyways. So keep adding wishes and have a great day, cheers!
 
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