MorgTzu
Squire

M&B is a unique and amazing piece of art amongst the crapolla of gaming. The free form and very little "hand holding" makes the appeal to grognard and young skull smasher alike.
That said, I'm posting for the "little" things for native. Some have been mentioned, but I think I have a fresh enough compilation to warrant the thread.
1. In a free form game that is really almost a sim in depth potential, it 'feels' restrictive to yield my independence and trust to a warlord in order to realy unlock half the functionality of the full game. I 'feel' like I should be able to attack/ siege/ take anyone- any castle-town-village at any time and suffer the consequences. Same goes for joining outlaws in battle and being branded an outlaw. Give the option. Is that a future possibility for the honor rating?
Why cant the pc be a fully functional Warlord with his own emerging faction when far less immersive games allow the pc to do that very thing?
2. There is so much potential for tactics on the new battlefields. A few different Infantry buttons or the return of the companion button would go a longgg way. Why are we restricted to just a few grouping buttons? Is there more to come?
3. For those that play mods and native, we are (for the PC, generally) faced with two extreme death options. Why not have some middle ground to ease the 'invincible' for pc and heros and native and the other extreme of sudden death by stray horse/arrow/lance. Why not a bad wound system (that requires semi-realistic heal times) for when you hit 0 (with same for heros), and at least loosing a lot more inventory upon capture (is more pc-in-dungeon liklihood coming?) with death being a very low option. I know this has been kicked around ad nauseum, it just 'seems' there has to be some middle ground eventually for the game design to retain some level of tension. After the mid game, there is almost a bad fantasy feel to being knocked out with all your heros and the next day 'popping' up and sieging the 10th castle...just saying.
4. Some implementation of re-naming (heros, horse, captured towns), something that would just make sense and a 'little' thing that adds to the emotional connection of the player to his game. Just think about how much the 'banners' concept added to the 'identification' emotive for the player.
Nuff...I'm heading for Glunmar where folks know 'strangers ain't welcome'
That said, I'm posting for the "little" things for native. Some have been mentioned, but I think I have a fresh enough compilation to warrant the thread.
1. In a free form game that is really almost a sim in depth potential, it 'feels' restrictive to yield my independence and trust to a warlord in order to realy unlock half the functionality of the full game. I 'feel' like I should be able to attack/ siege/ take anyone- any castle-town-village at any time and suffer the consequences. Same goes for joining outlaws in battle and being branded an outlaw. Give the option. Is that a future possibility for the honor rating?
Why cant the pc be a fully functional Warlord with his own emerging faction when far less immersive games allow the pc to do that very thing?
2. There is so much potential for tactics on the new battlefields. A few different Infantry buttons or the return of the companion button would go a longgg way. Why are we restricted to just a few grouping buttons? Is there more to come?
3. For those that play mods and native, we are (for the PC, generally) faced with two extreme death options. Why not have some middle ground to ease the 'invincible' for pc and heros and native and the other extreme of sudden death by stray horse/arrow/lance. Why not a bad wound system (that requires semi-realistic heal times) for when you hit 0 (with same for heros), and at least loosing a lot more inventory upon capture (is more pc-in-dungeon liklihood coming?) with death being a very low option. I know this has been kicked around ad nauseum, it just 'seems' there has to be some middle ground eventually for the game design to retain some level of tension. After the mid game, there is almost a bad fantasy feel to being knocked out with all your heros and the next day 'popping' up and sieging the 10th castle...just saying.
4. Some implementation of re-naming (heros, horse, captured towns), something that would just make sense and a 'little' thing that adds to the emotional connection of the player to his game. Just think about how much the 'banners' concept added to the 'identification' emotive for the player.
Nuff...I'm heading for Glunmar where folks know 'strangers ain't welcome'




