Improved Party Functionality - Party Merge

Users who are viewing this thread

HardCode

Master Knight
So my idea is based off of the annoying, fleeing caravans that you escort. If a party larger than the caravan targets that caravan, then the caravan runs off. This should not be so. You were hired to lead the caravan, so you should control it's movements. Here is a solution.

Party Merge

Image the Party screen. You have your list of troops on the top right, and prisoners on the botton right. In the center, there should be another list for a merged party. So, when you get an escort mission, the caravan troops are placed in the party merge section. Then, on the world map, there is only your party icon that travels on the map. In combat, all of your troops are selected first, with caravan troops filling in any open space on your side.

I think that with this functionality, there would be many interesting variations in mods, too. It would make more sense, and would improve gameplay. What do you think?
 
Well this is kinda a good idea, but to tell you the truth, I rather enjoyed chasing the caravan back to be when itd get scared, I mean its a nuisence, but its on purpose. Otherwise caravan escorting is just too dull, itll just be like you visiting another town rather than you helping someone else.
 
Chilly5 said:
Well this is kinda a good idea, but to tell you the truth, I rather enjoyed chasing the caravan back to be when itd get scared, I mean its a nuisence, but its on purpose. Otherwise caravan escorting is just too dull, itll just be like you visiting another town rather than you helping someone else.

you could set this idea as an opition so if you like turn it on if not don't
 
Instead of this, I would suggest that the attack/flee AI be modified.  Right now it's based on single parties.  A party of 30 bandits will attack a merchant group of 25 men, no questions asked. They will run away if a 35 party group of enemies is within a reasonable distance, but NOT if there is a second group of 25 men allied to the merchants.  This is the part that should be modified.

Basically, parties should have an "area of influence" based on their size.  The attack/flee decision takes a sum of all allied parties in sight, and then acts according to the combined power of those parties.

So:

If you have 25 men, and you're escorting a merchant caravan of 25 men,  then since you are allied your total strength is 50 as long as you stay close to eachother.  If you wander too far away, the area of influence from party size fades out to nothing, and your party strengths are considered independantly.
 
It would be cool if armies were composed of several parties, where the faster but less numerous vanguard of one army would immobilise an enemy by attacking them, while the rest of the army would swoop in and join the battle in progress.
 
I would just be happy enough if you had an order telling them to just go to the city no matter what, even if they get attacked!

the merge thing just seems like a little too much work for such a minor aspect of the game.  If they did not constantly run away, the escort missions would be a snap.
 
But think of the other possibilities. If you have a high level of faction influence, you could add an ally's party to yours for: a) a certain time span, b) a single battle, c) other time factor. This way, you could "borrow" that party for a while and have them join you in battle. If you are escorting a caravan that has guards, they should be in the fight with you, not just wait on the world map.
 
Well, I'm thinking of a complete merge of party, forever. Like, a bandit ringleader joins your party with ALL his men, he will then become a "Lieutenant" and increases the maximum party size. In the party screen, he manages his party, but you would be able to influence him on how he does that.
 
Back
Top Bottom