So Mexxico did a really nice job of broadening the options for economic play. You can now (or will soon) be able to see what the opportunities are to send caravans if your party trade skill is higher, you can now dispatch caravans independently. I wager he's got some other tricks up his sleeve as well.
I'm more of a killing and destruction kind of guy, so I am focused on gameplay elements that involve warfare, mercenary work, banditry and so on.
One thing that overlaps for us though is the pay_day function that presents the screen you get (or should be getting) at the end of the week.
I play the game pretty much like anyone else, which is the only way to really sort out the issues that arise and one of the big ones right now as you know is that dead spot between when you have about 80 guys and you have a castle. What I'm doing now is broadening the mercenary role (basically using the code I wrote for bandit king).
The idea is this -
Based on your reputation, experience, the length of time you'll commit and the strength of men you bring - the leader of a faction will offer you a retainer to become a mercenary under his banner. The money is good - generally about 4 times the cost of your troop maintenance depending on your level and renown.
When you accept the mercenary position, you carry the banner of your employer and hence your factions are adjusted to fit the employer's factions.
Along with the base pay, you get a combat bonus for damage you do to the enemy. Raiding villages, destroying caravans, engaging the enemy, and participating in sieges will result in large bonuses.
The idea here is to give the pre-land owning player a role to play in which they become deeply involved in the conflict, and have income that maintains their troop costs - for grognards like me who mainly spend all their time afield at war.
Since I am working on this now, I want to open the floor for ideas so that they have a chance to get in before the next patch cycle.
So, feedback? Ideas?
I'm more of a killing and destruction kind of guy, so I am focused on gameplay elements that involve warfare, mercenary work, banditry and so on.
One thing that overlaps for us though is the pay_day function that presents the screen you get (or should be getting) at the end of the week.
I play the game pretty much like anyone else, which is the only way to really sort out the issues that arise and one of the big ones right now as you know is that dead spot between when you have about 80 guys and you have a castle. What I'm doing now is broadening the mercenary role (basically using the code I wrote for bandit king).
The idea is this -
Based on your reputation, experience, the length of time you'll commit and the strength of men you bring - the leader of a faction will offer you a retainer to become a mercenary under his banner. The money is good - generally about 4 times the cost of your troop maintenance depending on your level and renown.
When you accept the mercenary position, you carry the banner of your employer and hence your factions are adjusted to fit the employer's factions.
Along with the base pay, you get a combat bonus for damage you do to the enemy. Raiding villages, destroying caravans, engaging the enemy, and participating in sieges will result in large bonuses.
The idea here is to give the pre-land owning player a role to play in which they become deeply involved in the conflict, and have income that maintains their troop costs - for grognards like me who mainly spend all their time afield at war.
Since I am working on this now, I want to open the floor for ideas so that they have a chance to get in before the next patch cycle.
So, feedback? Ideas?