SP - General ECONOMY , LOGISTICS and WARFARE SUGGESTION LIST

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this thread takes you to three interlinked threads which are intended to:
- balance the prices (maximum and minimum) by spreading excesses over time in terms of maintenance
-to take away that RNG out of the loot mechanics: if i kill 20 sea riders with chain mail, i want to find 20 chain mails on the ground. Tattered but I want to find them.
-balances the snowball effect through the logistics system.
-introduces support lines, camps and refuges.
- introduces social stability factors linked to economic ones.
-and other things that you will deduce by reading or that you will invent after reading.
- gives to the "smithing" skill a utility that , at the moment, unjustly, does not have and cannot have.

know that these four threads are made to "work together".
They are long and go into a lot of detail, but on the other hand you should expect it.
The fact that reading it is tiring doesn't mean that playing it is.
A bit like programming a game and playing it.

DURABILITY, DEGRADATION AND MAINTENACE SYSTEM,SMITHING SKILL AND PRICE BALANCE
ECONOMIC,PRODUCTION,SOCIAL STABILITY THREAD
LOGISTICS AND SUPPLY LINES THREAD
GEOGRAPHICAL COVERAGE: marching formations, ambush, interception of armies,resting
 
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