Ideas for Bannerlord (I hope some dev reads this)

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Harmi

Squire
I know this kind of topics might be here a quite few, but still I wanted to start my own. I hope its not too late. So here is the list:

- Physics. When you hit someone with sword and he dies, the next person who hits him, his sword goes right trough the dying corpse. This cannot be happening in Bannerlord. (It causes a lot of team killing)
- Stats list. Make it possible to see what weapon everyone is using.
- Getting tired. In real battle you must breath for while and you cannot run like crazy for 2 hours without getting tired. So the player must become slower when he has been fighting longer and if he stays away from fight, he gets again better. Servers should be able to set this feature off if needed. This is little "aid" to noobs. I know some pros will become very angry because of this, but i think it is fair game.
- Safe areas in servers. When you spawn, there very often is someone waiting and kills you. So you must have areas where you cannot fight.
- Smart spawning. Spawn a player enough far from other players so he has time to understand the situation and prepare himself.
- Board games. If the single player will have board games, so would be nice to have the multiplayer games also. I wanna play checkers in online server and when I lose I wanna hit my opponent with sword. The game would be located in the spawn area.
- Chat. Different color for your kill, you get killed and when team kills and when enemy kills your teamer. now you can faster check who killed you or whom you killed. You must be able to prevent these messages to show to you or show only "your kills and team kills" etc.
- Horses. Now when you run like crazy with your horse and swadian Great Lance, it is very hard to kill you. With horse you could easily get something like 100 - 40 stats. And you don't need to be pro to do it. So Great lance would be more expensive and horses should be easier to kill with spears, just like in real life. Your horse cannot survive if it runs fast against spear that is supported on the ground.
- Archers and throwing weapons. If you are skilled archer, you also are very annoying person. Players must be able to hide better. I mean archers cannot shoot the arrow while lying on ground, (except xbow) but if infantry can take sidesteps, squad down and hide behind crass / walk slowly behind them, it would be a lot more fair game. Okay, ofc there is throwing weapons.
- Shields. Now they work very weirdly in WB. You can aim to someones head with bow, but the arrow appears to the shield.

- Horses are heroes too Horses should have their own leveling system just like the heroes has. Running speed and the horses will to follow the players orders would be few of those settings that could be leveled up from horses. Also player should be able to change their horses "clothes" and armors.

- Armor fix.

The armor needs a separate hp from the players own hp. Similar that the current Warband players hp is, but it would have some very critical effect of how the game is using the players hp.

The more you have left the armor hp, the more your players hp is safe from "critical hits" / big damage from swords and arrows.

The armor hp takes damage by the same way as players own hp. But when the armor gets more "broken" / the armors hp is lowered, it increases the damage you could get to the main hp of the player and that causes death when it's gone. 

Reason of a separate hp for armor is that it actually simulates better of how the real world works. The armors were strong. The main idea of the armor is to keep it's user safe from injuries. Now in Warband the armor actually don't work like that. You can have what ever armor and it never is good enough to save you if someone makes good enough hit and that is just wrong.

So the armor should work almost the way as shields work now.  When you have new armor, it blocks very well, almost everything, but when it gets broken during the battle, it blocks almost nothing or only little.

For programmer it also is very easy to do feature. The player hp is just one variable and the armor hp is another variable that lowers the the damage effect to player hp. Simple math operation.

Example with simple, but not very well balanced numbers:

Start situation:
Armor hp: 100%
Player hp: 100%

Sword hit point: -20

armor hp - hit point = 80%
Sword hit point 20 - armor hp before hit 100% = 0

New armor hp = 80%
New player hp = 100%

Second hit:

Sword hit point: -50

armor hp 80% - sword hit point 50 = 30%
Sword hit point 50 - armor hp  before hit 80% = 10

New armor hp = 30%
New player hp = 90%

Third hit:

Sword hit point: -30

armor hp 30% - sword hit point 30 = 0
Sword hit point 30 - armor hp before hit 30% = 21

New armor hp = 0%
New player hp = 69%

After this moment, the armor does not lower the damage from any attacks.

Alternative method is that the armor hp never goes to 0. So they always after every attack blocks little less from attacks, but newer 0. Now it is just about the game designers of how much they wanna give weight for the armors and how long should one armor last. Maybe the armors can be  fixed by somehow?

Only problem is that every armor and cloth should have different amount of "armor hp" that has to be set by hand, so the GUI indicator should be designed so well that player understand how good armor he is currently wearing and how much it helps keeping the player safe.  Also maybe some armors gets broken more easily?

- Jumping I think players should be able to jump little bit longer jumps. Also if you are wearing very big armor, it reduces  your running speed and jump distance. Maybe even climbing would be possible? It would be very different fight on  the roof than fight on ground.
- Swimming At least I hope we don't anymore drown too fastly when we fall in water. Armor makes drowning easier of course. And water might make you lost your sword if it is in your hand when you fall to too deep water.
- Fire I hope I can burn things. :smile:
- Firearms Please NO firearms in a whole game. No single one. :/ That's because some firearms are "leaked" to the Warband online servers. Even though I enjoy Neogk mod and their server, I think guns are too much.

- Factions. Flying banners over heads looks very stupid, there should be some better way tho show who are your mates.
- DM Teaming is sometimes funny, so make it possible to tag some players as your friend and send notification to him so he can do the same. Feature should be able to set off from servers where teaming is not allowed. 
- Less animations, more physics. I know this feature is probably something you are already working with, so I don't talk about it too much. Now the animations are not accurate, it's very common that you hit someone and see his blood and still get killed by that guy, because there is some latency problem. I don't know enough about physics engines to talk more about this.
- Cheaters. I'm not very sure how hackers work, but Steam anti cheat should have more supported. Also I believe that if the game has more "random" parameters, it would be harder to create cheats for it. I mean if the game engine shows to client that the player is attacking from side, but in fact he is attacking from up, the hack program will get confused and don't work. (maybe) Now by looking the acts of players, the server could see if someone is using autoblocking, because it reacts "fake information". (that's just my theory)
- Other anti cheat features. I've seen sadly that Warband is quite hacked game, so I think the anti cheating should be taken very seriously.
- Better Camera Its so annoying when you go to some tight place, or some cav guy goes between you and the camera and you cannot see whats happening and die because of that. If this is the only way to do working 3th person camera, I would rather to see it change automatically to 1th person camera, or rotate to up to make sure player always has control over his character. 
- Admins When admin is online and ANY of the admin features is set on to his character, he should not be able to cause any damage to any player, except via admin tools. (kick / ban) Actually I think when admin activates an admin tool his client should become as spectator mode and his character would've become transparent or something like that. I know one server where admin acts like: teleport behind the enemy and kill him.

If you find out that the game is not yet beta tested and completely ready when  your release day is on,please don't release the game, just make it complete and tell everyone that you are sorry, but it was not possible to finish due this timeline.
 
OK, here it goes. Please let me know what you think of these ideas!!!
And also keep in mind I'm new to this site and posting but I'm doing my best to make it look nice. And I've been playing TONS of Mount and Blade.

Directions in towns
ex.
Player: Can you point me to the Guild Master, Prison, Weaponry, Armory, Stable, Lords Keep, Goods, Tavern, Specialty Mercenary/Smith.
Townsman or any above: Yes, take a right here and go up the stairs and another left (while pointing direction to go)

Buying prisoners from towns/castles or lords
ex.
Player: May I purchase some prisoners from you
Lord: Yes, take a look Or No they are not for sale.
Then you either leave or take a look and purchase as your own prisoners or hire them (lose party moral if they are prisoners from faction at war with)

Villages/Castles/Towns with blacksmith specialties
ex. Fisdnarian Ironwork, Dirigh Fletcher, Jamiche Poleturner, Azgad War Helms, Glunmar Greaves, Dugan Veiled Helms, Amashke Gauntlets. Bring Iron and tools for crafting/smithing. The smithing will be specific to weaponry or armor from that area such as sarranid veiled helms, kerghit bows.

Slave Traders who will dispose of lords for price
More on where assassins and ambushers come in later.
ex.
Salve Trader: Hmmm with that kind of renown, and possession of two castles and a village, I can take him off your hands for a price of 42,000 denars, but remember, there's no guarantee he doesn't find his way back, Goardovia is far, or I could take him to Exlazia for 62,000 with a personal guarantee you'll never see him again. If this is too much I would suggest you consider hiring Assassins.
Player: I've tried, three separate Assassins and a personal attempt. I need him gone.
Slave Trader: Have you used Sektehm Assassins? Common Tavern Assassins are meant for small jobs. I could give you some information and a good word to help you for a small price of 5,000 denars. My friend there also gives me a small share of his profits to send people like you to him.
Player: No I have not, only town Assassins. I will pay for information and a good word to your friend, take this 5,000 denars.
Slave Trader: I know one there with extremely high success, I could tell you where he hides there for a price or you could venture there and try any from the local Assassinates Tribe or try to find the guy I know yourself.
Slave Trader: The current Assassinates Tribe trainer there will let you into the Tribe if you prove yourself worthy with a few tasks and he can increase your Assassination skill set over time spent through training and tasks there with the Tribe
Player: I will go there and train
Slave Trader: Remember, tell him I sent you so I get my share, or he may not believe me and you may find yourself kidnapped, beaten, and looted by Ambushers and on a longship to Exlazia.

Villages/Castles/Towns with mercenary specialties
ex. Grunwalder Guards (For better prisoner protection, assassin protection, watch information on who passed by with estimation of troops), Halmarian Spies or Scouts (To send anywhere to get info on garrisons, armies, prisoners, check for Ambushers), Sargothian Siegeworkers (For building and manning better battering rams, trebuchets, siege towers, ladders),  Sektehm Assassins (as mentioned by Slave Trader, Iqybayl Razers (to put certain town/castle structures up in flames and out of use for a time, or entire villages for same thing, or enemy army's siege equipment), Balanli Tunnelers (for siege purposes ex collapsing walls or gatehouses, or building secret entrances to town locations which last until discovered by enemy and destroyed. Last unfound and uncollapsed longer the better their skill set is), Burglen Ambushers (also mentioned by Slave Trader, for purpose of being placed in narrow passes, bridges, or anywhere, to drop set boulders and set off traps to kill soldiers and loot armies and capture soldiers or even lords), Jelkalan Constructors (for building villages/castles/towns in chosen locations for escalating prices, or for building specialty soldier training facilities or specialty blacksmithing facilities, or adding extra walls, towers, or fatal death traps such as sand or oil falls on inside of gatehouses or castle tunnels, or arrow traps inside gatehouses and castle tunnels, or moats and spike ditches and spikes against walls for defense, or even digging away at land next to castle to make sieging troops have to climb cliffs for access), Unhun Hunters (hired for hunting and killing off or capturing large groups of wild beasts causing problems of production at villages and that are killing travelers and caravans or even harassing you. Captured beasts could then be put in arenas and bet on or to fight against personally in the arena or against other fighters, or trained for war), Samarran Ambassadors (have very high persuasion and negotiation skills for trading prisoners or peace talks or alliance talks), Haringoth Tormenters (for torturing captured troops and lords into giving information on garrisons, army troops, lord locations, war plans such as armies heading towards certain castle to set siege).
The more you use and interact with certain specialized mercenary characters, the better they like you and will accept tasks and the less they'll charge and the faster they'll work and the more options you have for uses with them.

Pre-Siege Defensive Layouts
ex. Walk around castle before attack setting ex 15 archers at this location, 10 guards at gate entry, 10 guards at keep entry, 20 skirmishers on this wall, 5 oilers on top of gate. Basically go to a location and then set location -> troop selection -> troop number -> stance (fire at will, hold location). Also replenish oil traps with oil bought and sand falls and arrow traps with bought arrows and such built by Jelkalan Constructors.

Village/Town upgrades
ex. Involving mines for iron production (only in certain locations close to mountains), oil welling for oil production (in mostly desert location), fisheries, cabbage farms, cattle farms, mercenary posts, smithing (for example a iron mine and armor smith in same village). You can pick up/buy items made for very cheep and take to towns to sell yourself, or set up caravan to set the location in their route. If it's at a town already they may sell items themselves and give you percent profit, or ex an smith would buy from iron mine to use for armors/weapons.

Some extra ideas include:

New in combat commands
ex. Get The Heck Outta My Way (troops clear path for you)
Heroes (selection of commoner warriors to give commands to)
Pick Dead For Weapons (troops pick dead for more ammo, and better weapons they can use)

Travel map view
ex. Let's you see terrain up close while traveling, as if you were in battle. Also can walk around camp, and spar with troops (with full gear) while taking camp to wait some time, with auto pause when any army sighting near.

Pre combat selection
ex. Make troop selection for multiple groups going into combat for each wave.

Mobile arrow shields for sieging

Rotate weapons with blunt and sharp sides to switch use of ko or killing
ex. warhammers, picks

Weapons breaking in battle but not permanently
ex. Wooden polearms could break somewhat easily when hit by axe blow

Also definitely being able to give damage to multiple enemies with one swipe/blow

And watch towers you could build anywhere (possibly with using constructors) which give you vision in that area constantly as if you were there

Battle stats
ex. To see how many men everyone killed or ko'd, in each battle at the end but especially overall for heroes. And even to see stats of opposing lords

I would also love to see a massive online map like 20x Calradia or more where everyone is playing together and deciding who to join or attempt to start new faction and all that with constant play but that would be a lot and sounds like it ain't gonna happen. Of course I'm also using names from warlord and know it wouldn't be the same unless they kept a few names. Also I know some of these smaller ideas have been mentioned but I want to promote them. And I do realize it's probably too late for most of these but if they could be added in in some way even minorly that would be awesome.

Anyway, let me know what you think!
-Nahtan, the Sarranid Veiled, Morningstar and Throwing Spear equipped killa.
PS If this isn't the right place to post this please tell me where because I'm a bit confused on what's what's what..
++ I liked your ideas Harmi
 
Noice.

Let me add a few to your list:

Would really love to see some improvements in mechanics:

better armor - not just a single defense value. Chaimail will do nothing against a mace (blunt), since it's flexible. Plate will protect you to a point.
Also DEFLECTION. I really hate it that plate is nothing more what chainmail with a few more points of protection. Barely any difference.

Difference between piercing and thrusting. Piercing is a impulse attack, like a bolt or arrow. It doesn't have extra mass or force that is continually applied. Thrusting is something like a spear. The muscles give it constant acceleration and your body gives extra weight and momentum to punch trough.

greatswords that don't act like hammers - they are far more nimble and HALF-SWORDING. A key that switches grip for most weapons (including maces/hammers). For double-edged swords it would switch between normal and half-swording, for maces/axes/hammers it would switch from high to low grip (sacrificing range and impact strength for speed and control)

So all axes/maces/hammers are unbalanced weapons. Unles you switch to high grip

Sword and Shield fighting that isn't retarded (why don't I drop my shield while I swing and leave myself wide open?)

NECESSARY VIDS:
https://www.youtube.com/watch?v=dkhpqAGdZPc
https://www.youtube.com/watch?v=GjZ6qWSenqI&list=PLxClq4a6GD73kaPeAWbchwwixKl7z1oFS
https://www.youtube.com/watch?v=vi757-7XD94
https://www.youtube.com/watch?v=wh1QDf_6Dmk
 
Almost forgot:

COMPANIONS THAT DON'T MAKE STUPID COMPLAINTS.

100 vs 400-500 and we win, but loose 50 men - and you got complains of a bloodbath, when it's a friggin miracle we won.

Get attacked by a vastly superior force and retreat - accused of cowardice. I'd like to think the men under my command like to live and can understand the basic difference between bravery and stupidity.
So some more circumstancial checks for companions please.
 
Newing Nahtan 说:
Directions in towns
ex.
Player: Can you point me to the Guild Master, Prison, Weaponry, Armory, Stable, Lords Keep, Goods, Tavern, Specialty Mercenary/Smith.
Townsman or any above: Yes, take a right here and go up the stairs and another left (while pointing direction to go)

Somewhat unnecessary. Towns aren't that big. But would be nice.


Buying prisoners from towns/castles or lords
ex.
Player: May I purchase some prisoners from you
Lord: Yes, take a look Or No they are not for sale.
Then you either leave or take a look and purchase as your own prisoners or hire them (lose party moral if they are prisoners from faction at war with)

+1


Villages/Castles/Towns with blacksmith specialties
ex. Fisdnarian Ironwork, Dirigh Fletcher, Jamiche Poleturner, Azgad War Helms, Glunmar Greaves, Dugan Veiled Helms, Amashke Gauntlets. Bring Iron and tools for crafting/smithing. The smithing will be specific to weaponry or armor from that area such as sarranid veiled helms, kerghit bows.

Bring materials and smith will make something special for you?
Interesting.


Slave Traders who will dispose of lords for price
More on where assassins and ambushers come in later.
*SNIP*

Permanantely getting rid of lords?
I can see it working, but only if the game can generate new lords (sons, uncles or completely new)


Pre-Siege Defensive Layouts
ex. Walk around castle before attack setting ex 15 archers at this location, 10 guards at gate entry, 10 guards at keep entry, 20 skirmishers on this wall, 5 oilers on top of gate. Basically go to a location and then set location -> troop selection -> troop number -> stance (fire at will, hold location). Also replenish oil traps with oil bought and sand falls and arrow traps with bought arrows and such built by Jelkalan Constructors.

I would say Pre-battle troop positioning for all battles except ambushes.

Village/Town upgrades
ex. Involving mines for iron production (only in certain locations close to mountains), oil welling for oil production (in mostly desert location), fisheries, cabbage farms, cattle farms, mercenary posts, smithing (for example a iron mine and armor smith in same village). You can pick up/buy items made for very cheep and take to towns to sell yourself, or set up caravan to set the location in their route. If it's at a town already they may sell items themselves and give you percent profit, or ex an smith would buy from iron mine to use for armors/weapons.

I've seen warband mods that add more stuff to fiefs. I like it.




New in combat commands
ex. Get The Heck Outta My Way (troops clear path for you)

+1



Mobile arrow shields for sieging

Rotate weapons with blunt and sharp sides to switch use of ko or killing
ex. warhammers, picks

Weapons breaking in battle but not permanently
ex. Wooden polearms could break somewhat easily when hit by axe blow

+1


Also definitely being able to give damage to multiple enemies with one swipe/blow

Nah, you're not Guts.
Cutting trough multiple people is a myth. Weapon looses too much momentum

Your word/weapon should stop when it gets lodged into the insides of your now deceased enemy, not travel trough.



 
My ideas:

Gore  I BEG YOU, add dismembering and decapitation and more Gore but keep a balance between it so it is not too much gore, more like Chivalry but less retarded like punching somebody in the face and see his helmet disappear and his face explode, for me it feels very unsatisfying to cut somebody's skull and see little bit of blood splash, i want to see wounds!

Thrusting  Please, make thrusting with swords/spears a lot more lethal... 24P is the highest i know and that does little to nothing, people would stab for more damage and go through chainmail.

Shields  Please make the shields less like a wall of blocking attacks and give it ability to use it offensively and when you want to do something against somebody swinging towards you, deflecting it would work better.

ARMOR  as said before, i want to see armor being armor and not just more hit points..

OP WEAPON  Remove Great Swords, i beg you, i have seen so many people act cool by killing other people in 1 one hits through good armor and then instantly fail against an arming sword or an elite scimitar, please, it is few centuries behind warband, remove that bull**** :smile:

Axes    Make all Axes Unbalanced, like the great axes and other weapons, one handed axes were also unbalanced.

MORE USEFUL SPEARSPlease make spears a lot more handy in melee and not just a stock against cavalry.. I want to use a spear effectively in melee, in history spears were the most easiest weapon to learn and hardest to counter, i am not even talking about historical accuracy though THEY ARE JUST LACKLUSTER, not talking about the awlpike..

Spear and Shield    Please more attack options for spear and shield...

STANCES  Please more different stances for every attack direction, so it is not the exact same position..

Tougher Helmets  Please add bouncing off towards helmets, i am tired to see a knife go through a nasal helmet -_-

Less Horses on Steroids.  Please give Horses less Hitpoints in Bannerlord, i remember stabbing a horse that ran in full speed towards me with an awlpike to the face and that horse survived... I facepalmed myself for few rounds..

More Worthy Swords    Make the swords a little bit more worth it than they are. Bannerlord is far behind Warband and swords were pretty expensive in the dark ages, this could also give more reason to use other kind of weapons like maces, axes, picks more than just a sword.

Wear Clothes you Beggar!    Force players to wear clothing for a reason, so if you are naked you can easily die but if you wear a gambeson you can probably survive two cuts or 2 arrows thus giving a reason to not go naked, i am not saying going naked is a normal and easy thing in warband but it didn't make a lot of difference since almost every weapon two hit killed in multiplayer through any medium armor or 3 hit kill through mail...

Robinhood..  Make archery a little less OP because it is kind of a cheap alternative.. You can 2 shot almost anyone and 3 shot through best armor available in multiplayer. And also archery isn't that hard, even in melee you can still kill an infantry if you are lucky, i find archers unbalanced and there is a reason why there is a limit in events and in siege servers, best fix is to make bows do less damage but a lot easier to hit people.

Aiming in melee combat Please allow aiming with melee combat so i can stab the guy's face through his helmet or aim for the legs, you can do that in warband but it could be done a lot better. Thus you can kill someone easier if you are skilled in aiming in combat as well rather than just go spazzing out in feinting and left swing spam while looking ground..

I disagree about SPEAR SHAFTS BREAKING EASILY BY AN AXE BLOW, well infact the spear shafts did not break that easily in any chance, it is just hollywood nonsense that it breaks in one ****ing swing like you might you think, so easily breaking Spear Shafts with an axe blow get's a -1 from me..
 
I've been thinking of this game again from since I saw some of the new videos the Taleworlds have uploaded to youtube. I think the game mechanics of M&B is currently good / working, but there is some things  that could be improved and I'm not sure if the dev-team has been thinking of those same things as I've been. So I open my mouth again.

Armor fix.

The armor needs a separate hp from the players own hp. Similar that the current Warband players hp is, but it would have some very critical effect of how the game is using the players hp.

The more you have left the armor hp, the more your players hp is safe from "critical hits" / big damage from swords and arrows.

The armor hp takes damage by the same way as players own hp. But when the armor gets more "broken" / the armors hp is lowered, it increases the damage you could get to the main hp of the player and that causes death when it's gone. 

Reason of a separate hp for armor is that it actually simulates better of how the real world works. The armors were strong. The main idea of the armor is to keep it's user safe from injuries. Now in Warband the armor actually don't work like that. You can have what ever armor and it never is good enough to save you if someone makes good enough hit and that is just wrong.

So the armor should work almost the way as shields work now.  When you have new armor, it blocks very well, almost everything, but when it gets broken during the battle, it blocks almost nothing or only little.

For programmer it also is very easy to do feature. The player hp is just one variable and the armor hp is another variable that lowers the the damage effect to player hp. Simple math operation.

Example with simple, but not very well balanced numbers:

Start situation:
Armor hp: 100%
Player hp: 100%

Sword hit point: -20

armor hp - hit point = 80%
Sword hit point 20 - armor hp before hit 100% = 0

New armor hp = 80%
New player hp = 100%

Second hit:

Sword hit point: -50

armor hp 80% - sword hit point 50 = 30%
Sword hit point 50 - armor hp  before hit 80% = 10

New armor hp = 30%
New player hp = 90%

Third hit:

Sword hit point: -30

armor hp 30% - sword hit point 30 = 0
Sword hit point 30 - armor hp before hit 30% = 21

New armor hp = 0%
New player hp = 69%

After this moment, the armor does not lower the damage from any attacks.

Alternative method is that the armor hp never goes to 0. So they always after every attack blocks little less from attacks, but newer 0. Now it is just about the game designers of how much they wanna give weight for the armors and how long should one armor last. Maybe the armors can be  fixed by somehow?

Only problem is that every armor and cloth should have different amount of "armor hp" that has to be set by hand, so the GUI indicator should be designed so well that player understand how good armor he is currently wearing and how much it helps keeping the player safe.  Also maybe some armors gets broken more easily?
 
Horses are heroes too Horses should have their own leveling system just like the heroes has. Running speed and the horses will to follow the players orders would be few of those settings that could be leveled up from horses. Also player should be able to change their horses "clothes" and armors.
 
Newing Nahtan 说:
Directions in towns
ex.
Player: Can you point me to the Guild Master, Prison, Weaponry, Armory, Stable, Lords Keep, Goods, Tavern, Specialty Mercenary/Smith.
Townsman or any above: Yes, take a right here and go up the stairs and another left (while pointing direction)
This reminds me of when I first started Warband:

Townsman: For more information you can ask our guild master over there.
Me: What do you mean by over there? WHERE IS THE ******* GUILD MASTER? WHERE?
 
Company filters
Player is always first
Filtering order of company members based on the hero level.
Filtering for example archers or inf first
 
How about logistics and supply as there is a saying that an army marches on its stomach and most of the time you wont be able all the food required to feed a large army. I would like a system where you can organise how your army is going to feed with several different types of options each with their own risks and rewards.

  • Rationing: This reduces rate the amount of food consumed allowing what ever food you have on hand last longer, however this will cause morale degeneration which over time will cause your army to become less effective
  • Foraging: This supplements food you have on hand with what ever wild food your army managed to find in the surrounding area, this is usually the safest option however if your army stays in area for too long will deplete the area meaning you will have to move on. Also option this is ineffective in campaigns during winter, in inhospitable terrain such as deserts and areas that have been pillaged by attackers or subjected to scorched earth by defenders
  • Pillaging Parties: This sends out small groups of soldiers from your party to nearby enemy villages where they will loot the villages of food supplies making this an option good for armies who want to stay mobile however this comes at a risk of this parties getting intercepted and destroyed by hostile forces.
  • Supply Trains: This sends out caravans to nearby friendly towns to buy food and other supplies. However this means you must send considerable amount of soldiers as escort to provide adequate protection or they will be easily intercepted and destroyed. This means your army will have to slow down for supply trains to catch up with you. You can shorten the distance the caravans by establish supply depots where you can store food allowing armies to move deeper into enemy territory. However you must garrison these depots with adequate number of soldiers to prevent them from being destroyed by enemy forces. Also if the depot will become depleted meaning you will have to send supply caravans between the depot and friendly towns which again you need to send soldiers as escorts. This option is by far the most expensive meaning it is viable only for late game player who are able to support large armies. However the benefits means that you will be able to conduct long campaigns deep within enemy territory in both very harsh terrain and in deep winter

Adding onto this I would like the ability for ability to scorched earth friendly villages during times of war. This this allows players to have any village that is at risk of being attack by enemies to have the inhabitants evacuate their homes and take their possessions to nearby castles while the players is free to burn down the village and the surrounding area denying enemy of any food when they forage or pillage. However this will cause the player to lose small amount of reputation and will cause the village and the area to suffer economic issues in the months following the conclusion of hostilities.
 
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