I'm just giving my thoughts on the game progression as you level up and such. At the moment i think it's fairly pedestrian. As long as you are fighting people and escorting caravans, you always have a comfortable amount of money.
I think at the start of the game, between levels 1 and 10 maybe, the player should only just be able to get by. Scrounging around for all he can put his hands on and sell it. This would be the point where slave trading would be big, and 100 denars would keep you going for a while. (by the way, i agree with the idea that the denar should be worth more, so that 10 denars would be worth 100 or something in the old currency system.) This would also give a chance for stuff like trading to actually be noticed early on.
I believe in the idea that a very feudal social system should be evident in the game. That in terms of social status and money, a Knight is worth far more than a peasant.
In terms of progression currently, nothing much happens when you are knighted. This is a litle graph of current game progression.
And this is what i believe game progression should be once you become a knight.
Let's elaborate on how this might be done. First off, equipment. A knight's equipment should be kept reasonably the same, in terms of stats, damage, armour and such. Just make it amazingly expensive. At places where you can buy weapons and armour, the vast majority of the stuff you see would be cheap and of low quality. Despite the fact that swords may only be slightly better than axes, you'd rarely see a sword at a shop, but often see axes and hammers and other weapons at such shops. A sword was a status symbol, because it had no practical use outside of war.
Similarly, rags, tunics and leather armour would also be sold fairly cheaply and in large amounts.
If you wanted a sword or full plate armour, you would have it custom built by a smith. A smith of more renown would have a higher chance of giving a good modifier to a custom-built item, but at a higher price.
When you join an army, the tasks they first give you should be fairly menial. Along the lines of the current 'bring me x amount of helmets' or 'deliver this message to Suno'. A messanger's life is slightly more complicated than that, however. He is paid more, based on how fast he is actually able to deliver the message. Currently, there is no time limit, and when i'm told to deliver a message to the count of Veluca, i know it's going tobe 20 days late because i never go there. Yet still Count Rhudolg gives me 100 denars and a cheery smile when i do come along.
Being a messanger might offer up a couple of moral dilemmas, which i might detail later.
How would one become a Knight? I think it should be a bit different from capturing noblemen and killing raiders dozens of time. After a while of doing services to the counts in general, one may offer you a position as squire to a knight in one of his fiefdoms.
(these suggestions assume that there may eventually be small towns between the cities. The world map could be physically made much bigger, with larger distances between major cities, but there wiuld be smaller towns scattered around these cities, each with its own lord knight and a certain border around it.)
As a squire to one of these knights, you'll perform errands with him, police the borders, train up troops, rout bandits and go on battles and campaigns with him. Once you've proven your worth, you get to be knighted, and given your own fiefdom to rule, and a hefty income of money as well.
I know that these ideas are far-fetched, and therefore extremely unlikely to end up in the game, but hopefully i've given at least a couple of ideas that might be of use to Armagan.
I think at the start of the game, between levels 1 and 10 maybe, the player should only just be able to get by. Scrounging around for all he can put his hands on and sell it. This would be the point where slave trading would be big, and 100 denars would keep you going for a while. (by the way, i agree with the idea that the denar should be worth more, so that 10 denars would be worth 100 or something in the old currency system.) This would also give a chance for stuff like trading to actually be noticed early on.
I believe in the idea that a very feudal social system should be evident in the game. That in terms of social status and money, a Knight is worth far more than a peasant.
In terms of progression currently, nothing much happens when you are knighted. This is a litle graph of current game progression.
And this is what i believe game progression should be once you become a knight.
Let's elaborate on how this might be done. First off, equipment. A knight's equipment should be kept reasonably the same, in terms of stats, damage, armour and such. Just make it amazingly expensive. At places where you can buy weapons and armour, the vast majority of the stuff you see would be cheap and of low quality. Despite the fact that swords may only be slightly better than axes, you'd rarely see a sword at a shop, but often see axes and hammers and other weapons at such shops. A sword was a status symbol, because it had no practical use outside of war.
Similarly, rags, tunics and leather armour would also be sold fairly cheaply and in large amounts.
If you wanted a sword or full plate armour, you would have it custom built by a smith. A smith of more renown would have a higher chance of giving a good modifier to a custom-built item, but at a higher price.
When you join an army, the tasks they first give you should be fairly menial. Along the lines of the current 'bring me x amount of helmets' or 'deliver this message to Suno'. A messanger's life is slightly more complicated than that, however. He is paid more, based on how fast he is actually able to deliver the message. Currently, there is no time limit, and when i'm told to deliver a message to the count of Veluca, i know it's going tobe 20 days late because i never go there. Yet still Count Rhudolg gives me 100 denars and a cheery smile when i do come along.
Being a messanger might offer up a couple of moral dilemmas, which i might detail later.
How would one become a Knight? I think it should be a bit different from capturing noblemen and killing raiders dozens of time. After a while of doing services to the counts in general, one may offer you a position as squire to a knight in one of his fiefdoms.
(these suggestions assume that there may eventually be small towns between the cities. The world map could be physically made much bigger, with larger distances between major cities, but there wiuld be smaller towns scattered around these cities, each with its own lord knight and a certain border around it.)
As a squire to one of these knights, you'll perform errands with him, police the borders, train up troops, rout bandits and go on battles and campaigns with him. Once you've proven your worth, you get to be knighted, and given your own fiefdom to rule, and a hefty income of money as well.
I know that these ideas are far-fetched, and therefore extremely unlikely to end up in the game, but hopefully i've given at least a couple of ideas that might be of use to Armagan.