Outlawed said:
I have some suggestions that I think would benefit the gameplay greatly.
1- Sea Travel: A bit overpowered at the moment. Maybe change to 2 turns of travel if the boat moves more than 3/4 naval blocks, counting diagonal jumps as 1 block. Alternatively, separate the water body into several water bodies with an extra turn between traveling between bodies.
2- Raids: Allow factions to carry out raids as well, at a cost. You spend, say 150, and send a raid of 50 troops that 'comes from one of your armies' to your opponents village. (ie, the casualties of the raid, are taken by your army since you sent the raid from that army. The village Garrison comes back over and over again so its in the defenders favor) That way there are consequences to loosing, but you pretty much remove the income if you succeed. Make it so that only 1 raid can be launched from any lordship and if a raid is indeed launched the raiding army cannot move/declare an attack and is forced to defend itself if attacked.
3. Army deployment: An army that has declared, 'hold' for a turn should be able to directly move towards an enemy army, if it happens that a battle occurs in an adjacent square during that turn. The army loses some of its potency, say loses 20 or 15 % of the total troop count due to the 'fast' movement it had to do to get to the battle. I think this will add a very strategical 'defensive' element to what appears to be a very aggressive game.
Thanks for the suggestions.
1. I see your points and will revist the subject at the next dev team meeting so see what the group thinks. I'm leaning toward seperating it and possibly making it 2 turns, but keeping Bay movement as is. But we'll kick it around.
2. Actually they can, it's listed under Economy>Income. http://forums.taleworlds.com/index.php/topic,187724.msg4899054.html#msg4899056
I should possibly put a highlight or link or extra rule section in probably the Engagment Conditions section just to bring more notice to that option. Limiting how often they can raid may be good, however I wanted lordships really to have to weigh the benefits and consequences of losing the income versus making attacks or pursuing their plans. So more or less raiding was really meant to be an interupt in a lordship's plans.
The one item that will probably get added here is an "autoresolve" option. Lordships can autoresolve so they don't have to schedule a 500v50 battle. However if they can field more troops than the raiding lordship they have a good shot at inflicting some casualties which would be beneficial. So have the option just provides....options.
3. Well my overall thought, hope, or probably dillusion was that the lordships would develop a strategy together and try to implement their actions accordingly. So in your given situation, the army that is moving to assist in the battle would have already known that their ally was going to engage that army and not called a "hold postion" early, but instead make a movement into that square to be apart of the battle. Basically there would be continual dialogue between allies concerning the strategy and gameplan for their side to win.
I'll reread and consider all the suggestions, but remember the number 1 principle in developing this was Simplicity. Actually to list the 3 principles ROCK was developed under they are:
1. Simplicity - Easy to understand, implement, manage, and participate in.
2. Teamwork - Through beneficial or harmful consequences, promote lordships working together.
3. End-Game - Make sure that the campaign will actually end.
So all the ideas and procedures were mirrored and filtered through these 3 things.