Ideas about progress in the game

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barbaros

Knight at Arms
Currently, the game is same for all early, middle and late game intervals. Only the number of enemy groups are changing. Those suggestions are intended to make the game world a little more dynamic.

1. Almost everyone can solo every enemy group after around lvl 25. First of all, we need completely new elite enemies. Those enemy types should be introduced to game later one by one (one type is after lvl 25-30 other one after lvl 35-40 etc.). They can be tied to some events in the story (assuming a simple story, that will give a reason for a specific new enemy to appear in Caladria, will be introduced). And we must see the regiments or even the main armies of Swadians or Vaegirs commanded by great generals after some point in game.

2. Similarly, some uber equipment (no need for completely new weapon model for each one, just a label of "mastercrafted" etc. is enough for me) should me made available in late game only. Maybe you are allowed to access royal armory of Swadians or Vaegirs after you rise in their rank to some point.

3. Weak enemy groups (River pirates or mountain bandits etc.) are wondering around everywhere. They should be confined to some regions. After lvl 20, I just don't want to fight with them anymore (its so easy that its boring). Im tired of avoiding those weaklings constantly (and they threaten me shamelessly!!). Paying those idiots to leave me alone is just unacceptable for me. There must be different parts of map that offer specific degrees of difficulty. For example in one region, there must be only Black Khergits (its their tribes' land) and weak groups such as mountain bandits should be afraid to go there normally. Only very powerful legal forces (royal war parties etc.) may go those dangerous regions. In Black Knights region (close to their base of operations, assuming it will be included in the game), there must be black knight groups only. Attacking bases of poweful outlaw factions must be possible but extremely difficult.

4. There can be more than one type of specific enemy group to prevent it from becoming boring (special powerful elite dark knight armies with uber level commanders for example, like in Mag7). Same for Black Khergits and some others. By the way does anyone know why the name "Black Khergit raiders" is in yellow in world map?. Shouldn't be red as other hostiles?
 
that is a really good point the game is just too samey. I spent abouta 4 days getting my fitrst ever character as high as possible (v. 6.9 or whatever) and than i started a new character and i was surprised at how the game was almost exactly the same at a low level as at a high level.
In fact battles seem to last the same amount of time at low levels, because killling takes a while, as at high levels, because there are about 100 enemies per group!

I think lots of sub quests that lead into one another and develop non essential story lines and that only became available at certain levels and perhaps unlocked a new item in stores (master crafted items of some such)
 
I would suggest you download and run AncientWalker's Magnificent7 mod for Mount and Blade. Point your browser to the mod discussion forum and you will find a link to it there. This mod has just about everything you are asking:

1. Elite enemies like the Black Khergit Horde or the Dark Army, each headed by super-elite unitS, commanded by even a more super-elite unit (a kahn or general). Oh, and there are quests to CAPTURE saide kahn or general.

2. As you rise in rank you get better stuff. I currently have a "rune great lance" that does 20b damage and a champion courser which is blindingly fast.

3. If they are weak and you are strong, generally they run from you.

4. I see you've heard of the the Mag7 mod, so why come up with this suggestions if they've already been implemented?????
 
I didn't implemented Mag7 Mod. Im playing with pure version ( im little afraid about compatibility of game and mods especcialy when new versions are released) - so these ideas may be in normal game also...

offtopic question : Is mag7 mod is real that good ? worth to implement ?
 
Just install M&B into another folder titled "Mag7". Install the mod to that folder. Create a desktop shortcute to the .exe file in the Mag7 folder, titled "Mag7". Enjoy.
 
I would definately say 'yes Mag7 mod is DAMN WORTH implimenting' Honestly speaking, I would not mind if Armagan uses it as part of the vanilla version. As for l33t enemies, I believe (hope and assume, but don't know) that such will be added in, however Armagan might as well test out other things first, since he knows that enemies already work as they are supposed to, so there is no need yet to add more at the precise moment.
 
chaos said:
I didn't implemented Mag7 Mod. Im playing with pure version ( im little afraid about compatibility of game and mods especcialy when new versions are released) - so these ideas may be in normal game also...

offtopic question : Is mag7 mod is real that good ? worth to implement ?

I have the same fears as you. Back up your save game folder, throw in mag7 and if anything happens, you can go back to vanilla with your character in tact, no problem. Also, when you install Mag7, you still have the option to play the vanilla M&B game by selecting "Native" in the start-up screen... If you install Mag7, you'll know what I mean.

And yes, it is SO worth implementing!
 
4. I see you've heard of the the Mag7 mod, so why come up with this suggestions if they've already been implemented?????
Yes I know Mag7 but I guess we are making suggestions for "official game" in this suggestions forum. And when I say new elite enemies I mean completely new enemies with their own theme, not an improved version of existing enemies.
 
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