Aeon221 说:
Should work great. Bland enough to give you details, informative enough to keep you in the loop. Problem with it is you can't really use it on enemy lords, as their ladies will be hidden. Also, are ladies even _in_ WFAS? I thought they were taken out?
Lords are still married but they dont have daughters anymore who you can marry
Aeon221 说:
Awesome. I'm not sure I like making villages really cheap sale sites -- in WB, as I'm sure you know, they were high priced because villagers were supposed to be selling the cheap stuff to towns. Also, most likely, because the devs wanted you to buy your food at fewer locations and to punish you for your lack of foresight in campaigning.
Causing the player's troops to eat more frequently, or to eat 1:1 instead of 3:1, and then putting high volume food in towns (hard tack etc) with low volume stuff in villages would probably fix the ability to get food too easily on campaigns while still giving players an early option for trade. When I used that setting in WB it made large armies gobble through food (two units per eat period for 100 men).
i like cheap selling in villages, since they won't have to go all the way to town to sell their stuff i think its logically they give little discount
Aeon221 说:
Good that you're thinking about demand side, big omission on my part and an extremely good idea. Letting the player raise demand in a town would help enormously for developing their own trade network (say, investing in iron production in one town, metalwork in another, caravaning iron to the metal town and selling the tools). If you're going to allow that you might want to find a way to let the player set up looping caravans.
that would be realy awesome, letting your enterprise produce something and as soon as it's ready sending it to a nice place to sell it. (kinda offtopic) But what is best? placing enterprise in city that already produces the stuff or in city that doesn't produce it yet?
Aeon221 说:
nox 说:
, one of the other things that needs fixing that was also broken in M&B is that the mercenary income doesn't even cover costs. The way I've fixed it in the past is that they will offer you a variable amount of retainer based on the troop strength you bring to negotiate, which should cover your troop costs per week. On top of that you get paid for combat duty (the damage you do to the enemy), lord kidnappings, village razings and town/castle captures.
If you do a lot of damage you get combat pay, as it should be.
For those of you who enjoy that path, this makes it a lucrative way to play the early middle game.
Throw that in with a bunch of fun dialogues to cover various situations (such as a king who doesn't like you hiring you anyways because "I'd rather be holding the snake than having it thrust at me") and adopting the factions and banner of your hiring lord and it's almost a little mini game in itself.
If you're doing this, and I definitely encourage it, you should move the starting point for the quests further back. Lots of players have trouble with stuff like conquering towns, moving the steed or overthrowing Crimea. Waiting til the player has established him or herself as a mercenary and developed their income/level/gear would help enormously with reducing the irritation of quests that are, frankly, beyond the capabilities of the player at their current level. Maybe keep the basic quests in Z village, and then put a generic "you should look into joining a faction and developing your skills quest" onto the player's log. They go out for a while and do stuff, and then Clermont comes and finds them and offers guidance. "Poland suffers this, Cossacks that, and the Great Bear these. Join one and see how deep the rabbit hole goes etc etc". Would also have the neat side effect of preventing questions about whether factions like Sweden or Crimea have story lines (CRIMEA SHOULD HAVE A STORY LINE HINT HINT HINT BECAUSE THEY ARE AWESOME).
Would also be nice if mercenary employment duration was set to one month, with renewal offered at the end. One month is a short period of time, and gives the player a chance to try out a few factions before picking the one they like. There should also probably be a non-storyline method for gaining a crown, but I'm sure you guys are already planning that what with the talk of migrating over warband features.
first of all, doesn't crimea already have a storyline? Thought sweden was only one without?
I realy love the idea increasing merc payment but i think the first point we should be concerned about is making it easier to become merc. I heard tons of people complain about how hard it is and that shouldn't be the fact. I'm getting sick of the fact that have to run past all lords asking if they have quest hoping they will recruit me while none do. You should be able to run up to any lord you see and ask:
"Does you kingdom need any mercenary's?"
"Well sure we do but we don't just recruit anyone who comes asking us."
"Is there a way for me to prove myself?"
"Well, now that you mention it, we need to cut of the supply of the X (random enemy faction). There is a supply caravan running from X to X (city's) and you need to raid it. If you manage, i might reconcider hiring you as a mercenary."
"All right, I'll do that!"
Ok i know the quest is a ripoff from that muscovite supply quest but something like this would be nice since everyone can try it as long as they have a small army. They shouldn't care about relation or renown, as long as you can fight and you prove it to them, they should hire you. Also some more rewarding but hard quests, which can grant you special equipment or maybe even a new companion like when you enter a city (not asking mayor, just entering) a lady comes running at you
"Help me plz lord"
"What happened young lady?
"They caught me while i was sleeping with another man and now my husband has send a band of assassins after me! Plz protect me"
then you have the option to help her or just walk away. If you help her she will become your companion, otherwise she manages to escape and can appear in a tavern where you can hire her however she will cost you quite some money and her skills will be higher if you rescue her because if you don't, she gets hit by an arrow and the wound starts infecting. Due to the sickness she loses some skills (just like you if you tavern battle too often).
Or maybe a quest where an elder asks you to go kill a bandit king who hides somewhere. You then start a small side storyline with quests and such just like the real thing, only less long and at the end you find his hideout. This is just like a bandit hideout in warband but the bandits are stronger and there are more. After you kill the king you can loot his bandit scepter, a very nice blunt weapon, kinda like a weak version of the black mace.
Those kind of RPG like side quests would realy add some dept to the game. I realise that something like this won't come in the next patch since it's quite some work to think of story's and such but once you know the story, i think it's quite easy to add it do the rest. Another nice thing about such quests is that you can add few and steadily increase the amount because they don't belong together...
OK i think i've been talking enough about this, maybe it's better if i open a new topic to place it in... anyways hope you like it
