Just some of my own ideas for making M&B2 substantially different from M&B1 while keeping the themes and gameplay similar.
1. More Characters.
As far as I can tell, the two main problems with having too many characters on the battlefield are the Poly count and the AI.
The poly count could be remedied by judicious use of LOD models and sprites, like many other games.
In a similar way, the LOD concept could be applied to the AI - a 'Macro' AI could apply to all the troops far away from the character, calculating them as units and turning combat into a purely mathematical affair. As troops pass close to the Player's character, the 'Micro' AI kicks in, and they start acting like they currently do in M&B. These two techniques should allow a good number on the troops on the battlefield without too many problems.
2. Substantially Larger Battlefields.
By this, I mean Total-War scaled. Most tactics were based not around the maneuvering troops in combat, but rather by using the landscape to your advantage. M&B has a certain amount of this already, but the ability to position your troops on a large hill, behind a wall or across a ploughed field would give a lot more depth. This is largely linked to suggestion 3.
3. More Detailed, Realistic Battlefields and Terrain Advantages.
At the moment, battlefields in M&B are quite dry when it comes to details. There are lumpy hills and rivers but that's about it. In reality, trees would be loosely clumped together into copses, there would be fields with crops and fences, farmhouses, roads, reed beds, bridges and rocky outcrops instead of fairly arbitrary boulders. With a larger battlefield, this would be even more important, as you would need to make choices as to where to position your troops. Should I set up a fortified position at the farmstead? Will my soldiers manage to reach it before the enemy arrives? Should I send my horse-archers out to harass the enemy to buy them more time?
Obviously, Ikisoft doesn't have the manpower to make the amount of maps necessary by hand, but perhaps a significantly more detailed terrain generation algorithm would work.
In common with some of the current terrain types, reed beds and ploughed fields should be slow to move through, heavy foliage or fields should be similar but also provide cover from missile weapons and similar.
4. Formations
A more advanced system to that already in place. The ability to split your troops into multiple formations of whatever composition and give them orders.
5. In-Depth Orders
Giving your troops orders is difficult at the best of times, and being in the heat of battle yourself just makes it more difficult. In reality, soldiers would have an initiative that is impossible to replicate in M&B. I propose a kind of time-freeze, 3rd person view that would allow you to order individual solders to specific positions and then allow you to unfreeze with the knowledge that the men will carry out your orders.
6. An AI Better Suited to Melee
At the moment, the M&B AI work quite well in a fairly open, spread out battlefield, but it starts to break down with more troops in close quarters. Polearm use links into this, because spears are pretty useless at the moment.
7. Different Movement Types.
Swimming, climbing siege ladders, crawling to avoid detection. Sprinting. Also things like grappling or shield bashing - I hate getting mobbed by peasants. It would be nice to have a way to break them up a bit or to get away from them.
8. Morale
As an extension to the Morale that is already in M&B, battlefield morale would be a great addition. Each character might have a personal Morale attribute that is affected by his own experiences as well as the morale of those nearby, making him flee from a difficult fight or fail to hold his ground against a cavalry charge. An excessively positive morale might be a problem too. A character with positive morale might be susceptible to feigned retreats by the enemy. There should be a certain amount of positive feedback from feedback that would turn a trickle of fleeing soldiers into a full-blown rout, or a couple of over-zealous chasers into a pursuit.
Hopefully these ideas combined would give M&B a lot more tactical depth and realism.
9. Multiplayer
It's a bit hard to see how one of M&B2's anticipated features would fit in - multiplayer.
A head-to-head battle between two commanders would be obvious as would a cooperative mode with two or more players commanding the same army up against the AI. Many combinations of players and AI commanders could work.
A skirmish mode would also be good, setting players against each other in a purely combat-orientated arena, perhaps with persistent characters.
10. Modding
I'd love to see the same level of modding available for M&B2 as it is for M&B1 with the addition of multiplayer mods.
It would be great to have it as open as possible, with almost anything possible in single player also possible in multiplayer. Changing scenes, item vendors, perhaps even the ability to store a character on a server somewhere to keep them consistent through games. The ability to play a game online, have some brief post-battle calculation and then the ability to purchase new equipment and spend experience before you character is saved until the next game would be brilliant.
So there we go. Quite a lot of reading, but hopefully it's food for thought. I might add some diagrams to break it up a bit.
Any thoughts?
1. More Characters.
As far as I can tell, the two main problems with having too many characters on the battlefield are the Poly count and the AI.
The poly count could be remedied by judicious use of LOD models and sprites, like many other games.
In a similar way, the LOD concept could be applied to the AI - a 'Macro' AI could apply to all the troops far away from the character, calculating them as units and turning combat into a purely mathematical affair. As troops pass close to the Player's character, the 'Micro' AI kicks in, and they start acting like they currently do in M&B. These two techniques should allow a good number on the troops on the battlefield without too many problems.
2. Substantially Larger Battlefields.
By this, I mean Total-War scaled. Most tactics were based not around the maneuvering troops in combat, but rather by using the landscape to your advantage. M&B has a certain amount of this already, but the ability to position your troops on a large hill, behind a wall or across a ploughed field would give a lot more depth. This is largely linked to suggestion 3.
3. More Detailed, Realistic Battlefields and Terrain Advantages.
At the moment, battlefields in M&B are quite dry when it comes to details. There are lumpy hills and rivers but that's about it. In reality, trees would be loosely clumped together into copses, there would be fields with crops and fences, farmhouses, roads, reed beds, bridges and rocky outcrops instead of fairly arbitrary boulders. With a larger battlefield, this would be even more important, as you would need to make choices as to where to position your troops. Should I set up a fortified position at the farmstead? Will my soldiers manage to reach it before the enemy arrives? Should I send my horse-archers out to harass the enemy to buy them more time?
Obviously, Ikisoft doesn't have the manpower to make the amount of maps necessary by hand, but perhaps a significantly more detailed terrain generation algorithm would work.
In common with some of the current terrain types, reed beds and ploughed fields should be slow to move through, heavy foliage or fields should be similar but also provide cover from missile weapons and similar.
4. Formations
A more advanced system to that already in place. The ability to split your troops into multiple formations of whatever composition and give them orders.
5. In-Depth Orders
Giving your troops orders is difficult at the best of times, and being in the heat of battle yourself just makes it more difficult. In reality, soldiers would have an initiative that is impossible to replicate in M&B. I propose a kind of time-freeze, 3rd person view that would allow you to order individual solders to specific positions and then allow you to unfreeze with the knowledge that the men will carry out your orders.
6. An AI Better Suited to Melee
At the moment, the M&B AI work quite well in a fairly open, spread out battlefield, but it starts to break down with more troops in close quarters. Polearm use links into this, because spears are pretty useless at the moment.
7. Different Movement Types.
Swimming, climbing siege ladders, crawling to avoid detection. Sprinting. Also things like grappling or shield bashing - I hate getting mobbed by peasants. It would be nice to have a way to break them up a bit or to get away from them.
8. Morale
As an extension to the Morale that is already in M&B, battlefield morale would be a great addition. Each character might have a personal Morale attribute that is affected by his own experiences as well as the morale of those nearby, making him flee from a difficult fight or fail to hold his ground against a cavalry charge. An excessively positive morale might be a problem too. A character with positive morale might be susceptible to feigned retreats by the enemy. There should be a certain amount of positive feedback from feedback that would turn a trickle of fleeing soldiers into a full-blown rout, or a couple of over-zealous chasers into a pursuit.
Hopefully these ideas combined would give M&B a lot more tactical depth and realism.
9. Multiplayer
It's a bit hard to see how one of M&B2's anticipated features would fit in - multiplayer.
A head-to-head battle between two commanders would be obvious as would a cooperative mode with two or more players commanding the same army up against the AI. Many combinations of players and AI commanders could work.
A skirmish mode would also be good, setting players against each other in a purely combat-orientated arena, perhaps with persistent characters.
10. Modding
I'd love to see the same level of modding available for M&B2 as it is for M&B1 with the addition of multiplayer mods.
It would be great to have it as open as possible, with almost anything possible in single player also possible in multiplayer. Changing scenes, item vendors, perhaps even the ability to store a character on a server somewhere to keep them consistent through games. The ability to play a game online, have some brief post-battle calculation and then the ability to purchase new equipment and spend experience before you character is saved until the next game would be brilliant.
So there we go. Quite a lot of reading, but hopefully it's food for thought. I might add some diagrams to break it up a bit.
Any thoughts?





