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Note: This is a WIP ->quote any part in suggestions and I will add it to the final version. Read the bold for main ideas, the non-bold are smaller details. My idea is under the spoiler, finally when we have many good suggestions/feedback, I will format the entire thing in a more ordered and intricate fashion.

The idea is that of a player driven short campaign of battles only, however there is a 'campaign' map.
(tile images of a location, or a small map which players can click to vote on the objective, and some nicely displayed information for feedback, ie, what is important about this location -> winning this battle = win campaign).

The default campaign start is a capture the flag, or tdm battle (ideally new unique maps).
From there, the winner chooses the next phase/area of the battle
.
A threshold of votes within a time limit is met before a decision is made on the next phase/area, or the phase with the most votes is chosen at time expiry (minimum 1 vote, 0 votes = random choice of next phase/area)

Each battle won will have an effect for the team in the next battle and/or for campaign. The short campaign is ticket dependent for respawns (IE various supplies that can be gained from battle), and so are the battles. There can also be a threshold of battles won to win the campaign IE 6 total (~120 minutes of gameplay), or the final objective of capturing the castle/town.

of course this can be adjusted
This mode should be super hard fought. If a castle is not captured in a time limit, the campaign does not end, but the initiative reverts to the other side. Also, the focus should be very short battles, whereby the objective IS the objective, and not a bleeding match of tickets. So, a 20 minute match, to rescue the caravan, or take a single point on the map. A final battle can have the exhaust all tickets as an objective. Perhaps, battles can have 2-3 sub objectives (like 'subquests') IE hold the point that leads to the road, or capture X,Y,Z caravans (prisoner, gold, equipment all available, but each side chooses what they will defend, or whatever else happens!!!!)

each Team has 3 captains, that can choose to be voted captain (a vote happens at the main campaign screen, when called at screen and when a captain leaves). The idea is this -> rank matters. A player with lots of XP/rank will probably get voted as a captain, if they want to 'elect' themselves.
Players who choose to be in a captains 'division' can have an order assigned (follow, formation etc).
Following orders gives buffs, and XP bonus (feedback every so often, per minute or 2), and staying with your 'squad' as well. There is no downside to not following of course, but players will want more buffs, more XP for rank, and generally to play cohesively and win. If there aren't 3 captains, it doesn't matter, life goes on.

Kicker: Both teams have a castle, and the objective of the campaign is to capture the opposing teams (there is a campaign map with other battle maps in between, that are initiated by the previous battle winner, IE they choose the next move). There should be a minimum of tasks/wins to accomplish to siege the castle (IE -> win the map that gives siege equipment) + defeat the enemy in a battle to setup the siege camp - these do not have to happen sequentially. The opposing team, when has the initiative, can TAKE AWAY the 'resource' (ie siege equipment) so the other team CANT siege (must win a battle for this, but I am uncertain if it is a good mechanic), or can lift a siege by sallying. Because the gamemode is quick and time dependent, a failed assault will revert the initiative to the defender, who can lift the siege in a battle, then attack the enemy castle, or engage the army in the field for a bigger outcome.

a phase/battle can have multiple sequential/parallel objectives (1 at a time or concurrent)

Key elements

ticket based, time based, objective based

objective based tactical in game, strategic on 'map' -> winning a certain battle will not allow the other team to choose an option, or force them to attack a map from a certain direction (where there are more bottlenecks, in this way, each map can have '3-4 versions' where there are red boundaries put in place to restrict teams to that area, and of course, spawning directions or whatever. 'A chess match' results.

player driven, voting for next stage

initiative -> win = decide next move (team votes)

supplies - gold (can get better troop), equipment (different items, maybe faster horses, catapults etc for campaign), prisoner caravan (a battle for more tickets!!!)


'3 phase campaign', final objective (a siege, or battle with flags or ticket depletion)

different types of battle/levels, some are very quick 10-20 minutes, some are longer, 30 minutes for a decisive battle which will have a bigger effect on the next battle, IE, depleted many tickets

,
 
Basically what Red Orchestra 2 got going? That's something the Calradic Campaign and the more in-depth NRP Campaign tries to emulate in Warband MP. In terms of captains and leaders, that's required to make death match into something more interesting, where strategics and tactics can take place by having someone others can follow. This exist for example in the NW DLCs where officers of each regiment are highlighted with unique clothing, as well as sometimes scripts which gives them an additional beacon on top of their ordinary banner.
 
Basically what Red Orchestra 2 got going? That's something the Calradic Campaign and the more in-depth NRP Campaign tries to emulate in Warband MP. In terms of captains and leaders, that's required to make death match into something more interesting, where strategics and tactics can take place by having someone others can follow. This exist for example in the NW DLCs where officers of each regiment are highlighted with unique clothing, as well as sometimes scripts which gives them an additional beacon on top of their ordinary banner.

The main point is not if it exist somewhere, but to put this into BL.
Yes, the general concept is like RO2, and maybe some other games, but yes -> basically that format. I think its clever and would work very nicely in bannerlord, and would create great atmosphere, and could be really interesting for gaming events (perhaps, a captain is joined by 9 other men, so 10 'lances/squads', with 1 commander. could be great.
 
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