nox 说:
Ok I am going to indulge in some brainstorming. Be aware this is just me thinking out loud so if it's dumb, that's the point of it really. To just throw an idea out.
It really wouldn't be hard to make 'investment' something sensible.
A few basic things as rules -
Interest rates are a reflection of risk. When times are bad, interest rates are high. In good times, they're low.
The player who 'invests' in a town would be lending money to the town's merchant guild, and would get a return based on how profitable the town was. If the town gets sieged, loses caravans or whatnot then the player could lose some of their investment. If the town does very well, the player could get whatever return was negotiated. The merchant guild master would be the one offering terms.
That would give the player a very high incentive to defend things they had invested in and look after their well being. That village getting sacked might otherwise cost you 20k.
Also I think that rather than the player running these caravans, the player will be able to invest in the caravan - and can then escort it... or not. If they don't and it gets wrecked, then the player doesn't get their money back.
Grindy != fun. I know if it's there, people will do it but they won't enjoy it and I can't balance around something with infinite income no matter what the effort.
* apologies to all of the MMO players out there. I know some folks love grindy, but that's not the design intent here.
Grinding should be optional
No I don't like grinding either. There is unfortunately "renown" grinding now because it is the only way to get a large army. It's quite tedious for me during that phase which you coined, where the player doesn't have a place to house troops yet.
The idea is to give players the option to grind, but don't force it on us.
Say I want to grind my relations with Lords to 100 by doing quests, so that when you port Warband features over, I can just talk to Lords and ask them to vote for me for the place. I should have that option to grind quests with them, the very safe but grindy route to get high relations.
But grinding relations with Lords to 100 though questing shouldn't be the only way. It should be one of many choices the player can make. A player can also join in sieges and then get relation boosts with all Lords (Warband feature), the more risky but less grindy route to getting high relations.
Similarly, the economy you propose should be flexible enough to encourage many ways to get income, with varying grind and risk.
Interest rates
I think the interest rates reflecting the danger is a good idea. So during peace times, the interest rate is low. But during war times, the more factions the town wars with, or the more the town is being sieged, the higher the interest rates to reflect risk.
Caravans
Caravans being changed to make the escorting optional is a good change. The suggestions being proposed may make it more balanced:
1. Dynamic economy (either Warband's or your new formula) - Prices will vary so much that the player has no choice but to invest in the Trade skill to make a nice profit.
2. No infinite trade goods - Even if the player has found a place where Velvet sells cheap, the quantity may prevent you from selling too many of it.
3. Maybe cap the number of caravans you can send? Once every 3 days?
People have some interesting ideas about caravans. Keep them coming.
Trading should be optional!
When you create a new economy, it should be from a "choice" point of view. It should be one of the many ways to get income, something that isn't forced but is an option.
To make trading an optional source of income, the other methods of income should be balanced:
1. Income from prisoners (active) - Needs to be increased a lot, because it is an active way of getting income. The higher the risk and difficulty, the higher the income should be. Maybe make it easier to get income this way, by increasing the number of prisoners you can hold with Prisoner management, and giving a small chance for troops to be knocked unconscious despite being hit by a non-blunt weapon.
2. Income from enemy Lords (active) - The ransom amount is probably high enough, but wouldn't hurt to increase it for non-trading players. Or, make it so that the Prisoner Management skill increases your chances of capturing an enemy Lord. Or a 100% chance to capture the enemy Lord if he is knocked unconscious by a blunt weapon during battle.
3. Income from lands (passive) - Needs to be increased a bit, but not too much, due to passive income.
But make it so that it is very sensitive to prosperity and relation, so that the player has high income for actively defending his lands, and average income for not doing anything. If your village is being attacked, but you don't defend it, make it also suffer a relation penalty, but never dropping below 0. So the higher the relation and prosperity, the higher the income.
4. Income from banks (passive) - Definitely needs to be decreased to a meaningful number.
5. Income from quests (active) - Should they be increased for the quester?
Thus trading won't be the only way to get income, it is one of many. If a player doesn't want to do any trading, he doesn't have to. He can always just keep fighting to get and ransom off prisoners. That way everyone can be happy.
But trading should be the best way to make income, since it will be more challenging and time-consuming once you make the dynamic economy.
Others
I feel Persuasion or Charisma should increase your relation boost with either NPCs, or places. Right now the grind can be quite long.