Would like the Map itself to feel strategic. At least Roads would be an asset that needs protection as all the valuable cargo travels on it. Seems like a no brainer
Ooh I like the sound of more POIs - with events to go with them!At the same time i'd personally like a still bigger map with other points of interests... be it ruins (usable as hideout for bandits, yourself with some gain); Oasises; Messanger Posts; Hunting Camps and such.
Definitely roads, which can guide you quicker through forests and from city to city.
But I think roads are a lot more dangerous as that is where the money is
This would mean a higher risk of bandit attack/ambush.
But it is easier to control as you know where to put patrols etc.
Roads yes, Outposts, as a lawful answer to Hideouts, also yes. Outposts would have Patrols that hunted down Bandits, and the lord of a nearby castle or city could pay to have one built. If not destroyed before the siege, Outposts would reinforce the defenders. They would also reinforce the militia in villages. So if an army is not overwhelmingly large they'd have to reduce the Outposts before taking the holding defenses on
They aren't reading the suggestions.... are they? I thınk the game lacks a million things if not roads.......I don't think that they couldn' think of such things ........anyone could ....And i don't think that they didn't put effort on ıt....Then ..why..... why couldn't they add such features into the game ?Thus far i think they were creating the game engine and ımproving the aı...We talked about this to exhaustion during all the devblogs, we implored them, what makes you think that things will change now that the game is already in EA stage?
The world map is already pretty dynamic though?Having a dynamic world map would be very cool...but I'm not sure if it's part of the scope for the initial release. It might also require a good deal of reworking the rather static nature of the current map.
The world map is already pretty dynamic though?
So this is more than likely within the engine's technical capabilities. And if rivers are made using splines (unless its all 100% custom meshes) roads can be too - this is a typical implementation of roads in most 3d games that have them - applying sprites along a spline, or defining a dynamic "sheet" via splines and applying a shader to it on the surface of a heightmap (this is possibly how the dynamic tracking arrows are placed, too).
- It changes textures with the seasons (snow to grass)
- villages swap to a burnt asset when raided,
- scouting adds dynamic 3d arrows as part of the tracking sub-skill (showing size of a party, its speed etc),
- small 3d siege engines and camps - with animations - play in real time when sieging (ballistae fight catapults to bring down walls on the map)
- As you upgrade the walls (tier 1 - 3) for a castle or a city I think their map mesh changes, too.
And the game already can distinguish between terrain types - Forest, snow and grass all have different movement speeds. "Road" would be another terrain type that gives you a "negative movement debuff" i.e. a buff when you're walking on it (likely these are defined by an invisible layer or volume on top of the game's heightmap).
Something like manually plopping your own roads is likely going to need much more work, but a more effective method is to pre-generate the possible places roads could appear (i.e. between cities) then just spawn them in as lords pay for them to be developed in game - so you'd say I want the road between Orteisa and sargot built, and the game loads that in, you wouldnt lay each meter of road out yourself - whilst the imperial ones would already start as built.