Improving sieges for cities (battle within a city) |
---|
78.)Make it possible to retreat to the city and hold the defense there, having previously fortified the position. There is no need to make any captures of points, the goals of attackers and defenders are quite simple. Kill all defenders for attackers and vice versa. For example: you play for defense, your army is 400 fighters, of which 300 are archers, the enemy has 700 fighters. Your goal is to kill the largest number of enemy units before they reach the wall, if they reached the wall and you killed 200-300 enemy fighters, and 50-100 of your fighters died and you understand that you cannot hold the walls, you just press Tab and press the button to retreat to the city (when we press the button to retreat to the city, our soldiers retreat to the pre-scripted positions), where you have placed barricades or ballistae in advance and instead of defending a large wall, you will only need to hold 2 passage. In total there will be 2 passages that need to be protected and you, as a commander, will have to run back and forth to see if the defense has been broken through (accordingly, there will be 2 points where you can put defensive structures). |
Living world and perks |
---|
79)Lords buy workshops, thereby making us a competition; bandits are fighting for power in cities; merchants create alliances with each other; lords create / enter into dynasties, actively fight for power in the state. 80)Other lords themselves offer the player a wedding, regardless of gender, offer a wedding when a certain level of renown is reached. 81)The player can be jailed for crimes if you are caught in the city. 82)After the killing of all the lords in the kingdom, the unconquered settlements are not transferred to another kingdom, but remain independent, while constable and castellan become lords, also, if the kingdom had an absolute monarchy, then it turns into an elective monarchy. 83)If your criminal rating reaches a certain threshold, then bounty hunters can be sent after you to kill you. 84)Periodically, after a certain time, a neutral clan will appear on the global map, which can join any kingdom. Perks 85)Perk "Everything has a price" change to another or make it more accessible.86)A small bonus for 5 points of focus in the skill. For example: in the skill "One handed" we have 5 focus points and get a + 2% bonus to damage dealt. |
Sound during combat |
---|
87)Add passive audio source:
P.S.:The sound during combat is a very important aspect for large battles and sieges, as it immerses the player in the atmosphere of the battle. The sound of troopers and horses' hooves will tell us that enemy soldiers are running at us, we will intuitively understand this even if we do not see it. The sound of the horn will indicate that the allied / enemy (depending on the sound) has arrived, because in the heat of the battle it is not clear whether reinforcements have arrived or not. The sound of soldiers screaming and drums will add more atmosphere. It is a mistake to think that audio is the least important thing in games. It is the sound that conveys the nature of the battle, and not the number of soldiers on the battlefield. You can make a 200vs200 battle with normal sound, where an important detail is thought out and has its own sound, or you can make a 2000vs2000 battle, but with minimal sound, the first battle will be much more epic than the second, because it lacks the dynamic and immersive sound that could convey the sound of battle. We should hear the sound from afar, as the soldiers stomp and the horses run, now we hear the sound only when we are near the sound source, this should not be so. short battle cry without moving
www.youtube.com
long battle cry without moving
youtu.be
|
Plot and lore |
---|
89)Add a new quest:
I suggest giving the player 2 unique companions:
92)Intro at the beginning of the game, after creating a character (only for the campaign) (including the top sentence (91)). |
Other mechanics |
---|
93)Make different spawns when our or enemy spawn is captured.
95)Make a claim system for settlements. There are 3 types of claims: strong, medium, and minor. You only get a claim some time later, after you have captured a new settlement(a minor claim appears after 1 month of control of a settlement, an medium claim after 2 months and a strong claim after 4 months, and also vice versa if you have a settlement and you have strong claim, then the claim will weaken by an medium one after 1 month, after 2 months your claim for settlement will become minor and after 4 months your claim for settlement will disappear). The claim affects how strongly a newly conquered settlement revolts. 99)The opportunity to receive a ransom for a prisoner who is in your prison or is in captivity in your squad. To get the ransom, you need to talk to the prisoner and ask if he wants to pay for his freedom, if he agrees, then we are transferred to the barter menu, where we bargain with the prisoner for his freedom. 100)The ability to leave your soldiers in the training camp so that they automatically increase their level by +1. Make more training camps all over the map, 1 for each faction. You can only leave soldiers for training once a week, and your troops can get injured during training. 101)Game settings. The game has a lot of ambiguous combat mechanics that are in MP, but are absent in SP, why not let the players themselves choose what they want to see in the game? For example: in MP, a horse knocks down a person, but in SP it does not. We can turn these features on and off whenever we want. This is how it will look: Not only these 2 functions we can choose, but all other mechanics related to the battle should be. For example: the ability to inflict damage on 2 opponents in 1 hit. And much more (I'm too lazy to list them). 102)When we receive a quest, add the ability to set a price for completing a quest (of course, with a certain limitation). This may be due to the fame of the character (come up with some kind of formula). For example: the initial reward for completing the quest is 900, we tell the character that we want a reward and the bargaining begins. |
P.S.: | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
This table shows which mechanics are relevant to a specific topic.
Some functions are strongly related to each other. For example: 33)Make a limit on the number of fiefs. and 50)dynasty. These 2 functions are very closely related, since when the player's clan receives the maximum possible number of fiefs (4-5), then in order to further increase our influence in the kingdom we will need to create our own dynasty, after which we will give fiefs to our vassal clans, thereby increasing your power in the kingdom, you can also create a kingdom consisting only of your vassal clans, that is, there will be your clan and 3 vassal clans and in total you can single-handedly own 16 settlements (this is, among other things, the whole kingdom of Vlandia) (imagine that you are a member of the empire where your dynasty completely controls all of Vlandia). Here is the entire list of related functions: 1)Capitalism: 3), 39) + workshops, 40) II. It is an advanced interaction with the world's economy. We do not just buy workshops, we can also buy land in villages to produce resources for workshops, we can also buy warehouses or build our camps on the global map to store goods and do logistics. 2)Interaction with the horse: 5), 6) 3. By winning races, we will receive bonus points for the horse, which, in turn, we can spend in the stable. This is necessary for the player to become attached to his horse, to make it more unique among all other horses. Something like crafting, only we will be engaged in crossing horses and selling them. 3)The renown of the character: 47), 48.), 50), 80), 102). Character renown is also needed in the following mechanics: special character traits, creating a vassal clan, other lords offer you a wedding and the ability to set a price for completing a quest. 4)Espionage: 59), 7), 8.), 12), 45), 49). Espionage is the main mechanic that requires NPCs (7, 8, 12, 45). Another mechanic is separated from espionage (49). 5)Relationship with your child(not education): 51), 58.). Your relationship with your child depends on what response options you chose during the events. 6)Vassal clans: 50), 72). Dynasty is the main mechanic that another function depends on. You can appoint your vassal clan to rule the kingdom after the death of your current ruler. I don't want the game to get out of Early Access quickly, and I also don’t understand why rush out of Early Access. I also think that all these mechanics should be in Native. I have carefully considered each mechanic and I think the game needs them. I also removed about 30KB of information from thread(I didn't like some of them or I couldn't write them in full). |
Info |
---|
|
Please comment, your opinion is important to me, report errors in the text, if any. ask questions.
Last edited: