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I've always thought the way companions interact was bull****.  Sure, it was overpowered to have too many of them, but the way they thinned themselves out, and were the only thing available (claimant/partner/mod character/other aside) often seemed really contrived.

-Companions should not be set characters. I don't want to run into Rolf of house Rolf every game. Maybe Dave of house Rolf, but the same guy? If players end up looking up some meta-stuff, things are worse than they could've been, because it limits how much we see of someone, we might never see certain dialogues because we've spoiled ourselves and are avoiding them.

-Rather than tavern hunting, companions should come up, dynamically, in interesting ways that are relevant to what kind of person they are. We escort a caravan, and one of the caravaneers could join us. We save a village or a prisoner, and we might get a volunteer who does X, is of Y nation, and wants to join us for vengeance/honour and glory/because they lost everything. Maybe a soldier we train up might go POP and become a companion.

More or less, characters should pop up with a similar kind of character generation as the player, befitting of how and when they were found. "Father was something appropriate, I became something appropriate,something appropriate happened along the way, I come from appropriate land, have a tie to appropriate thing, I've joined the player for an appropriate reason, and I have an appropriate personality." with maybe smaller chances to generate something wild (I had a fun time writing some crazy wild cards, but they were all too silly to put together in one go, it'd detract from the post)  If not they could have more goals than a player could at character creation, like wanting a specific piece fief they believe to be rightly theirs, to hunt down a specific character that'd wronged them (which could be the player) or to travel to many locations (think personal revenge, loss of a loved one, forced from home and wonderlust as achievable goals)   

-Companions should be able to die (or have their own "win" conditions which have them retire and give the player and other companions a lot of xp).  Maybe with a comparatively low chance compared to regular troops, maybe only on a total loss or other player-mandated screw up. In return, they should level up faster.  The player (and NPCS) should run through companions, with some being short lived affairs whilst others become lifelong friends who have new interactions with every new name. As bannerlord won't have much voiced dialogue, some level of this wouldn't be so hard to implement.
 
I believe companions no longer are set characters. After all, companions and lords CAN die, so its likely theyre randomly generated somewhat how you said. Maybe they are created as you say, in special conditions like at the end of quests, or maybe they all still generate at taverns, but hopefully a mix of both.

AI can also have companions, so theres no way theyd all be set from the start. Hopefully, since we know the personality system is improved, every companion will start with some grudges and feelings toward people that actually matter. We already know that some will have personalities that say, allow them to run the criminal agency in cities while others cant. So some companions you may just throw them in a city to do work for you and forget about them, while others you keep by your side as a life long friend, as you said, and cry for 10 weeks once they die.

In my opinion, having no voiced dialogue helps the game if anything. Its quicker to read a paragraph than have it read to you anyway.
 
Innocent Flower said:
-Rather than tavern hunting, companions should come up, dynamically, in interesting ways that are relevant to what kind of person they are. We escort a caravan, and one of the caravaneers could join us. We save a village or a prisoner, and we might get a volunteer who does X, is of Y nation, and wants to join us for vengeance/honour and glory/because they lost everything. Maybe a soldier we train up might go POP and become a companion.
This would be neat. I don't know if you've played FTL, but sometimes you would have an interaction like this where you fight a slaver ship, or go to a space station and after fighting off the enemies and when the fight was over, you'd sometimes have someone join you. It's great for role play, especially if you have had them for a while, because you want to make sure they survive.

-Companions should be able to die (or have their own "win" conditions which have them retire and give the player and other companions a lot of xp).
Maybe you could have a quest where a companion is very far from where they're originally from ( had to leave a long time ago, escaping from a rival clan / lord), and you bring them back to their homeland now that it is safe for them to return.
 
Randomly generated companions may sound like a good idea but dont forget that it means more shallow characters with no background.
Personally I am mixed about this issue.
Good thing you opened a thread for this(though I believe it is a bit late for TW to care about our opinion)
but they can save it for M&B 3.
 
KhergitLancer80 said:
Randomly generated companions may sound like a good idea but dont forget that it means more shallow characters with no background.
Maybe, but not quite. Here is how i see it: Games like these, you are meant to form your own story going through the game. Regardless of what the person's background story is, what makes you really care about them is the time you spend with them and what you go through. They gain skills along the way, fight by your side, etc. Like Johan_Stormcloack said, even in games like FTL you meet characters that are random yet you try your best to keep them alive because you like them.

IMO, this is much better than set characters because like in warband, you have the same followers no matter what, with the same general skill set, same backstory, etc it gets very old and feels too "meta" for a single player game. Now (hopefully) every playthrough will be unique. I know why others like preset characters, but ive always been a fan of games that give you random people and let you create your own story.
Balexander said:
there was a Example, i think it was in the Gamestar Article "a Companion gives one a Quest to bring back a stolen Horse and then if you succeed he will join you"
ah that is awesome, I think i remember that now. You are full of knowledge friend XD
 
Innocent Flower said:
-Rather than tavern hunting, companions should come up, dynamically, in interesting ways that are relevant to what kind of person they are. We escort a caravan, and one of the caravaneers could join us. We save a village or a prisoner, and we might get a volunteer who does X, is of Y nation, and wants to join us for vengeance/honour and glory/because they lost everything. Maybe a soldier we train up might go POP and become a companion.

This must be a mod if it won't come with native.
 
I came across some material a while ago that said that companions can wander as solo adventurers like the player.  It would be cool if you could band together a group of these companion lead warband in a similar way to the influence system for vassals of a kingdom to go out on raiding parties or whatever it is vassal-less bandits do nowadays
 
I wouldn't mind seeing a mix of both randomly generated and set companions with backgrounds being around in Bannerlord. A few location specific companions that you could only recruit with enough renown would be welcome. I don't want to see every companion be randomly generated since that would mean as someone stated before, a more shallow character that has little/no background. I mean come on, what would we do without Jeremus? Hire A random lookalike every time he/she dies?
 
Crowcorrector said:
I came across some material a while ago that said that companions can wander as solo adventurers like the player.  It would be cool if you could band together a group of these companion lead warband in a similar way to the influence system for vassals of a kingdom to go out on raiding parties or whatever it is vassal-less bandits do nowadays

Theyre trying to make it so that players and AI basically can do the same exact things, so i believe this. You know like recruitment, trading, bartering, getting companions (if a lord), equipping new items etc. Almost all of it will work the same for players and AI now. Very good stuff
 
Yeah, i have to say I hate the preset companions, and how gamey  the companion limit feels. It would be simpler to be able to recruit a companion from your troops, with companion limit being governed by a skill. I don't care if they have story or conflict, because these concepts always felt tacked on in warband anyway.
 
Hell yes to this +++1.

Heres how I belive companions should be able to die:

They will never be able to die from a battle. However, maybe have it so that they can be captured and sent to prison, where you have to rescue them? If you dont rescue them in time they will get executed, starve to death, or join the enemy.
 
vicwiz007 said:
I believe companions no longer are set characters. After all, companions and lords CAN die, so its likely theyre randomly generated somewhat how you said. Maybe they are created as you say, in special conditions like at the end of quests, or maybe they all still generate at taverns, but hopefully a mix of both.

AI can also have companions, so theres no way theyd all be set from the start. Hopefully, since we know the personality system is improved, every companion will start with some grudges and feelings toward people that actually matter. We already know that some will have personalities that say, allow them to run the criminal agency in cities while others cant. So some companions you may just throw them in a city to do work for you and forget about them, while others you keep by your side as a life long friend, as you said, and cry for 10 weeks once they die.

In my opinion, having no voiced dialogue helps the game if anything. Its quicker to read a paragraph than have it read to you anyway.

I really like where the OP is going with this, so if this reply is true that makes me happy.
 
lolbash said:
Hell yes to this +++1.

Heres how I belive companions should be able to die:

They will never be able to die from a battle. However, maybe have it so that they can be captured and sent to prison, where you have to rescue them? If you dont rescue them in time they will get executed, starve to death, or join the enemy.

I think characters should die in battle if they fulfill some requirements like joining a battle with low health + die from a high damage hit + not enough surgery points in the surviving team + a bit of RNG.
I think preventing characters from dying in battle would take away a bit of the sense of danger from battles.
As for captured companions generating quests, I think it would be good if well implemented. But if overdone it could become an annoyance, imagine it happening once in a while, interrupting the player's important affairs to spoon feed companions that can't take care of themselves.
 
Crowcorrector said:
I came across some material a while ago that said that companions can wander as solo adventurers like the player.  It would be cool if you could band together a group of these companion lead warband in a similar way to the influence system for vassals of a kingdom to go out on raiding parties or whatever it is vassal-less bandits do nowadays

That would be awesome 
 
KhergitLancer80 said:
Randomly generated companions may sound like a good idea but dont forget that it means more shallow characters with no background.
Personally I am mixed about this issue.
Good thing you opened a thread for this(though I believe it is a bit late for TW to care about our opinion)
but they can save it for M&B 3.

Battle Brothers has procedural generation for characters and still the backgrounds produced interesting content about as often as the companions in native Warband. Actually moreso, since it was more than just reading their background sob story, then passing by a certain location one time and maybe a few lines here and there when doing RtR stuff. Even with procedural backgrounds, you'd have events popping up based on their traits, like a thief being able to steal stuff you need or a strong guy able to fish someone out of a well or a raider (bandit) who attracts the attention of some bounty hunters.

I wouldn't have a problem seeing something like that in Bannerlord. 
 
The thing I hate the most about followers is the fighting and arguing and leaving. They need to have an option to disable it with out having to edit files.
 
The Warband companions “uniqueness” is way too easy to see through. Adding dynamics to them would only help. The only thing that differentiates the companion is the location that their one dialogue triggers. Their dialogue means nothing, it does nothing and all the companions are the same. I feel like Skyrim companions are more lively.
 
Dest45 said:
The Warband companions “uniqueness” is way too easy to see through. Adding dynamics to them would only help. The only thing that differentiates the companion is the location that their one dialogue triggers. Their dialogue means nothing, it does nothing and all the companions are the same. I feel like Skyrim companions are more lively.

Exactly, companions in warband are all the same person wtih different faces, what makes us love them is just all the hard work to level up our beloved companions. If in bannerlord a swadian sergeant ,for example, just pops up as a companion with a name and having a no background story I am okay with that as long as doing all the hard work to level him up will be still in the game.
 
It could be argued that the companions in warband were shallow with not much background anyway.
I don't see why they couldn't write a load of backstories to that standard and have the game pick them procedurally
 
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