Castle Scene Immersion

Ragratt

Squire
WB
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CASTLE SCENE IMMERSION

Castles are smaller scenes with a more limited role than towns, because of this with a fair amount of work they can be more easily filled with interest and functionality. Much of this functionality could be applied to towns as well, but I'd like to keep this discussion specific to castles as possible. I hope people will chime in with their own ideas to promote this topic. I think there is a huge opportunity to improve castle scenes and make them worth visiting. I'd like to think of immersive things that would add interest, but also ideas that keep them unique from towns and worth checking into.

Garrisoned Troops represented in scene:
Troops you have garrisoned should show up in the scene in proportion to how many you have. So, as an example, 20 troops in scene.. 20 peasants, 10 crossbowman, 10 knights garrisoned = 5 crossbowmen on walls and towers, 5 knights posted guard at gates and barracks etc, 10 peasants milling around. Several militia as well.

Select Upgrades represented in scene:
Also, if i construct training grounds, there should be a trainer at my castle. If i visit, I can see them training troops and if I choose I can train here myself. If I make a garden, how bout a little garden patch. Little things like this give player a sense of ownership and connection that would be lacking otherwise. A trainer would give players a reason to visit the castle an appreciate ownership of it. Allowing players to fight with practice swords and really hone their skills would provide further incentive.

General Dialogue & NPC Awareness:
Little one liners of dialogue too. If loyalty is low, troops may complain, if it is maxed they may praise me. NPCs should also be aware what Nobels are visiting the castle and if who is in the dungeon. Gossip / rumors "I've heard sir whats his face is rotting in the dungeon, serves him right." How you doing? (low loyalty) "All I do is stand here all day, no better the food is rotten" etc. Talking to guards outside keep or inside hall, all they need to say is "Welcome home sire / mi lady." Latest news "We're working to complete the granary. We have plenty of food. Our garrison is strong and ready to withstand siege." I want NPCs to check the condition of the castle and tell me about it.

General Dialogue Options:
Tell me your feelings
Gossip/ Rumors
The castle - latest news

NPCs with context and awareness:
NPCs should have responses and awareness of information specific to their role. If I speak to the trainer at my castle, they should be able to tell me the status of my garrison. If the vast majority are recruits and they are few. The trainer might say, "I've got my work cut out for me. These are just boys but given time I'll train men!" A sizable garrison of trained troops should receive a a fitting response. "Our garrison is fit for battle," etc.

Upgrade Jails:
Prisoners escape very easily, this has been stated elsewhere. Prisoners escape very easily and without notification (see bounties for related ideas). Prisons should upgrade to a second and third tier, increasing security and capacity. Guards should be aware of the upgrade level of the jail and have dialogue to reflect that. Guards should also know what notable prisoners are in jail, who captured them and where and context (siege, while raiding, in the field), and have dialogue to reflect that also.

Bounties:
I'd also like to have a board or an NPC in front of jail with bounties or issues that need to be resolved. Doing so would raise relations with notables in corresponding fief. Accepting a bounty would give player a quest to track down a specific looter, raider or clear an active hideout. This could also be to track down a fugitive, recently escaped prisoners might be found hiding in nearby fiefs. Checking quest page would give last known location of bounty. Completing the quest would give gold, relation bonus with notables and scouting exp as player must use tracking. Quest variants could be to return villagers or militia captured by raiders to one of the attached fiefs.

Local Patrols:
Owners of castles should be able to hire patrols. The patrol would be recruited from the pool of militia at castle. Payment should be upfront to "outfit" them, daily wage to maintain and a bonus for every captured unit delivered to jail. Length of patrol would be no more than one season (ie. from 17th - 17th of following season). Surviving patrols at the end of their deployment would return to garrison as veteran militia, upgraded from original militia troop.

This is the start. Please add your own ideas to promote this topic!

 
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Aruda

Knight at Arms
VC
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+1 We need more things in castles. There should be soldiers training, sparring. Soldiers using whetstones, patrolling etc.
 

CalenLoki

Grandmaster Knight
WB
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0
Good ideas.

Although patrolling troops should just level up from battles and their leader trainer skill (represented by tactics/leadership/steward/perks).
Also I don't see a reason to limit them to 1 season. Just make them come back home when they are low on food/troops/morale or too high on prisoners/loot. Then sleep few nights in bed and off to work again, until you tell them to stop. Renewing their orders is just unnecessary tedious.

In general I'd like to see more "minor nobles" that do all tasks like that (patrol, recruiting, trading, bring food from villages if it's running short, ect.) rather than anonymous groups without named commander.
 

dphilostrate

Recruit
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I super agree to the idea that we need to see the buildings we construct in the castle scene.

I would like to be able to approach the captain of the guard and tell him to assemble the troops for review, then have the garrison stand in formation in the courtyard for a bit.

I would like to see wounded troops from my party represented somewhere recovering in some sort of infirmary and I could raise morale by giving them some words of comfort.

I wish there was more Calradia lore that we might discover by speaking to all the NPCs.

I also would not mind playing some sort of dice game with the castle guard and maybe raise my roguery score for doing so.
 

Rhyuus

Recruit
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0
+1

But i think the most important detail and their highest priority with this should be:

castle scenes according to their map location.

I remember castles in the middle of the mainland, when i took a walk around they were shown on a cliff with sea in the background... This ruins the immersion for me.
 

Bronk the Raven

Recruit
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0
+1

Good ideas. I agree patrols should return to castle, replenish, and redeploy automatically; and they should level up from combat.

This idea can be expanded to completely get rid of the central training grounds where we always begin the sandbox. Instead, give every faction at least one castle with the sufficient prerequisite described above that allows the player to train, and the player spawns at one of these at the start of a new campaign. Just as it is now, the player could go through the combat training tutorial if they want, or skip. Either way, instead of Tevea, the tutorial then directs the player to the village associated with the castle they spawned at. This will give each new start a fresh feel, get rid of the weird "training grounds" in the center of the map, and it may potentially remove the Tevea raiding bug... or just create 6 new Teveas to perma-raid. It will also give the player quicker access to acquiring gear, troops, and general interaction with the culture they belong to.