@Berzerker Jay
This topic inspired me. I really only play the “pretender noble” route. But it feels like each style partially exists in the game. And it felt doable to illustrate what exists now, having put a fair amount of time into bannerlord.
Goal
Basically to create a roadmap mostly based on the original post to show what pieces of each player style exist in-game and where existing gaps are. As I quantified each style, I identified suggestions (many from the forums, some of my own) that might fill in existing gaps for each style. While I know a bit about project management, I know exactly nothing about video game development. So I have no idea how hard or time consuming any of these might be.
Definitions for the table
Recruitment: player style-specific troops
Income (active): player style-specific active funds and whether quests support this style with rewards
Income (passive): player style-specific way to set up and gain funds without doing much more
Quests: non-exclusive ways to flesh out the style of play
Home: the players place to improve, invest in, stash items and troops
Home scene: the interior scene
Marriage: player-style specific characters to marry - basically, non-nobles don't have partners that make sense to marry right now
Rivals: Who you’re going to anger by playing this way
For the bars: Full means fully implemented, etc. Colors are how "easy" to "hard" something feels. Overall this was done with a minimal amount of time in Word so its not super fancy. And definitely I could've missed things.
Character Professions
Bandit
Suggestions:
- Income (active): sneaking into towns/selling in hideouts
- Income (passive): extorting villages [could this be resolved by lords?]?
- Quests: include a new option at hideouts for bandits to issue quests
- Home: take over hideout/create own?
Blacksmith
Suggestions:
- Recruitment: should there be special troops? Or are mercs from taverns sufficient?
- Income (active): some inputs can only be forged
- Quests: develop new quests for nobles, village notables
- Home: attach to workshops?
Bounty Hunter
Suggestions:
- Recruitment: just but no special troops
- Income (passive): should there even be passive bounty hunter income?
- Home: should there be? Should it be hideouts to mirror some of the quests?
Gangster
Suggestions:
- Recruitment: should gang leaders give different troops?
- Income (passive): extorting towns, caravans?
- Home: something in towns?
- Home scene: outdoors exist, not indoors I think?
- Marriage: gang leaders feel pretty natural here
Mercenary
Suggestions:
- Recruitment: maybe just from minor factions?
Merchant
Suggestions:
- Recruitment: Missing caravan masters
- Income (active): should selling profitable workshops be a goal?
- Home scene: There’s nothing short of a keep, but a workshop could suffice
- Marriage: probably should be from town notables
Noble
Suggestions:
- None (I know there are tons on the forums, but for this purpose it feels 100%)
Villager
Suggestions:
- Recruitment: this should be militia recruitment
- Income (passive): love the idea for a plot of land, perhaps also from recruited villager parties?
- Home: a village house?
- Home scene: outdoors exist, not indoors I think?
- Marriage: should this be a notable arraigned marriage? Asking random villagers?
- Rivals: this could include rival village notables whose land you elbow in on
Overall Suggestions
- More quests to support these lines, generally (3 per each?)
- Noble/non-noble option (maybe banner yes/no?) that influences recruiting (maybe only for militia?). Bandit recruitment should work like relationships except based on criminal record
- Should noble troops be limited to pretender nobles? Probably not.
- A “home” for non-nobles
- Non-noble marriage (if nobles marry non-nobles, a reputation hit with most nobles)
- More options for passive income (at least one per line)
- A bandit economy (or at least faux economy) to allow the player to buy and sell outside the standard economy. The current economy is already rather complex and an achievement, which is why I’d suggest a faux economy for bandits.
I imagine allowing recruitment of many more units could induce many, many more calls for balance or complaining about why bandits cannot beat lords, or militia getting beat up by others. So I can see that as a barrier. I’m sure scene take a long time to build. Other pieces feel more achievable but again, I know nothing about development. I'm not really sure which devs would make sense to tag about specific questions, if anyone has suggestions.