Hey Kidz
Recruit

Hi, i've been playing for a couple of days now and i'm really enjoying the game, and since you're asking for suggestions then here they are!:
I have a couple of suggestions for the battle sections. Firstly i'd find it useful if there was a toggleable status window which told you, firstly which hotkeys correspond to which order, and secondly, highlighted your current orders. So if i'd ordered my men to follow me and unmount, then those two options would be highlighted, and I could see which hotkey I needed to press to get them to mount or whatever again.
Secondly, I thought it would be usefull if the game alerted you if one of your allies was low on hit-point, say at 25%. I thought the best solution would be to make your allies names flash if they were at 25% or lower health, so you can prioratise your attacks on those who are attacking that ally.
I had a few ideas for the world map as well. First of all, I thought that aesthetically, roads, and bridges over the rivers would be nice on the world map. However, carrying on from this I thought that these features would provide a focus when you are hunting for enemies. So, on the roads you're more likely to find and be attackedf by bandits, and caravans follow the roads. Bridges could be impassable unless you defeat an enemy group guarding them. Roads and bridges could be reprisented on the battle screen, ala the total war games.
Finally, I was thinking about the world and plot of the game and how that would develop. I think that it would befit the free-form nature of the game if rather than there being a major, over-arching plot, the world was divided into areas where you could get involved in the conflicts of politics of each. I've been reading a few of the thread, which are discussing settings and suchlike, and looking at alot of the stylings in the game ( medieval Byzantine and turkish) that Turkey around the time of the crusades would be a really interesting setting, with all the historical competing groups. I think that if you're making a 'realistic' style of game, then history can be the best place to borrow a setting and plot from.
I have a couple of suggestions for the battle sections. Firstly i'd find it useful if there was a toggleable status window which told you, firstly which hotkeys correspond to which order, and secondly, highlighted your current orders. So if i'd ordered my men to follow me and unmount, then those two options would be highlighted, and I could see which hotkey I needed to press to get them to mount or whatever again.
Secondly, I thought it would be usefull if the game alerted you if one of your allies was low on hit-point, say at 25%. I thought the best solution would be to make your allies names flash if they were at 25% or lower health, so you can prioratise your attacks on those who are attacking that ally.
I had a few ideas for the world map as well. First of all, I thought that aesthetically, roads, and bridges over the rivers would be nice on the world map. However, carrying on from this I thought that these features would provide a focus when you are hunting for enemies. So, on the roads you're more likely to find and be attackedf by bandits, and caravans follow the roads. Bridges could be impassable unless you defeat an enemy group guarding them. Roads and bridges could be reprisented on the battle screen, ala the total war games.
Finally, I was thinking about the world and plot of the game and how that would develop. I think that it would befit the free-form nature of the game if rather than there being a major, over-arching plot, the world was divided into areas where you could get involved in the conflicts of politics of each. I've been reading a few of the thread, which are discussing settings and suchlike, and looking at alot of the stylings in the game ( medieval Byzantine and turkish) that Turkey around the time of the crusades would be a really interesting setting, with all the historical competing groups. I think that if you're making a 'realistic' style of game, then history can be the best place to borrow a setting and plot from.