Nobody is sleeping there!

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Silver 说:
I have a hard time seeing training camps with staffs and targets sitting around waiting for people in the middle of nowhere. Several in the middle of nowhere actually.
I agree with this as well, as it does detract from a sense of realism. But rather than such a large variety (horse riding course, archery, etc.) being tied to a player's temporary camp... I would suggest that such training areas could be closely located outside different factions starting cities (maintanence explained for the purpose of training soldiers).

Another possible option, tied to the before-mentioned; limiting available training at camps, specifically to the type of warfare the faction focuses on. Horse archery training, only in Khergit training camps.... crossbow, only in Rhodok and Swadian camps..... combat from horse, Swad, Khergit, and Vaegir, etc.
 
Being as simple as they are, those training areas could be set up in an hour or less. That makes it strange that you need to travel to specific places for them.
 
Devi 说:
The way I see it, you don't actually travel 24/7. Parties stop for food/sleep rests etc. You just don't see it. Just like pathfinding make you move faster but you're still going in a straight line. It's all behind the scene as your army move around the map.

I agree. I would see the world map as an abstraction, and not showing everything that happens. In normal travel mode, parties do rest from time to time, which is factored into their movement speed. Resting does not necessarily mean setting up camp though, as a camp would mean that parties are sent out to hunt, a simple defence is built and so on. So there is a difference between "resting" and "camping" in my opinion. Also it would break the game flow if you had to camp every night.

@Lyx: Soloing Sea Raiders. Alright... I somehow get the feeling i'm bad at this.
 
the movement and vision penalty could be more interesting.  for instance, moving across open terrain at night wouldn't slow you down much.  moving through the hills at night would slow horses down a lot but people on foot down only a bit.  that way it's not just a universal penalty, but adds some depth to the gameplay.  vision range should always drop to almost nothing in the woods.

stuff like this would give slower parties a chance to get their hands on fast parties if they use the landscape and time of day well.
 
Humm , how about :

A) a moral and tactical points deduction on both sides (attack side or being attacked) , although the deduction level will determined by the level of path finding and tactics more the skill lesser the penalty as key to fighting at night is finding the right place to fight not to mention you need to find the enemy or finding good places for setting up ambushes

B) Also if you travel at night , you should consume food more faster as they have to have a extra meal at night to continue to walk (logical)

C) can only train units when camping and chose it as an option (although the effect per one training should be risen compared to current status)

D) Heavily wounded characters needs to camp to start healing (0% health as heavily wounded) , as i dont see why you can carry such a badly injured man running around without hurting him more LOL not to mention healing him on a horse back ? XD

E) matthew point above XD

F) new option : hunting when camping , it has chances to find food (mostly meat)

G) When camping and under attck , you dont start as feild battle , but a defensive battle at a simple camp base and player starts at the center of the camp

H) make the AI camp (mostly at night but it should be random at most)
 
If other parties needed to stop to camp as well, then yes, you could add more depth with camping. Why not have the possibility of slaughtering your sleeping enemies? The whole tracking your enemy at a stunning 0.2 speed is lovely, of course, but having the option of taking morale penalties in order to gain in on your quarry is one I'd consider. Also, if you are one for creeping upon sleeping parties, you should have the option of going torchless. Slower than normal, but you aren't seen as far as normal.

Oh, and night time travel isn't much slower than it is during the day in snowy areas. Moonlight reflects off the snow incredibly well.
 
whitewolfmxc 说:
Humm , how about :


F) new option : hunting when camping , it has chances to find food (mostly meat)
I believe that when I ride with my 80-100 Swadian heavy-armored knights, every deer in 5 km radius would go insane and run away.
 
The game doesn't model using the privy, either, but I don't assume that all my characters are dancing from foot to foot.

Sleep is abstracted. Stuff like hunting is already modeled in the game - if you run out of food, your travel speed is reduced to compensate for having to forage to feed yourselves.

I think that for the purpose of the game, the current system works fine - you can move at night, and this has many tactical and strategic implications - if I'm using hit-and-run tactics, which I often do, moving at night is a big deal.

If you're upset by being able to travel during darkness, don't do it. It's a single player game...it's not like you're going to be impacted that greatly by adjusting your play style to fit your concept of the game.

-Tiglath-
 
whitewolfmxc 说:
Humm , how about :

F) new option : hunting when camping , it has chances to find food (mostly meat)

This is being explored by the BoW mods and would be easy to add into the final game, regardless of whether native has it.
 
I understand that if you want you can easily sleep at night, being M&B a single player game.
But I think it would be interesting to make NPC parties camp sometime; because if you want to camp at night to play in your 'style', NPC parties will attack you during camping.
 
Tiglath 说:
If you're upset by being able to travel during darkness, don't do it. It's a single player game...it's not like you're going to be impacted that greatly by adjusting your play style to fit your concept of the game.

-Tiglath-

I'd simply think that having to choose the time during which you travel would add to the depth of the game.
 
I think there's a lot of possibilities to be toyed with insofar as camping is concerned, and I really do think NPC parties should set up camp when on extended trips. As someone else pointed out, it would open up the option of surprise attacks on said party, which would in my opinion add more depth to the game.
 
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