Wicked
Recruit

1: Banking system.
Yes, I KNOW this has been mentioned before, dozens of times most likely, as many, if not all of points I'll mention in this post have been, but this is my own take on it.
First off, you need a bankers guild, and while I personally haven't played enough yet/interacted mission-wise with the merchants to determine if their faction-based (Swadian Merchants Guild etc), it would make sense for it to be that way, in which case the bankers most definitely have to be neutral, based in Zendar, with representatives spread out among the other faction cities, paired off with a merchant like the armourer/weaponsmith combo in the smithy.
Now, I'm not a big supporter of the "Deposit gold at point A & have it magically teleport with no explanation to point B, C, etc for pickup
" banking system you normally see in games, this particular game being modeled as far as I can tell on the late 14th century, it would make sense to base it on the RL 14th century Italian banking system.
This means bankers notes, you start in Zendar anyhow, which is neutral, and therefore the only logical place for the bankers guild to be headquartered, in order to start your 'account' you simply waltz over to their NPC there, and deposit some coinage, which needs a minimum deposit, say 100, and has a regular service charge like the tavern, although with discounts based on how long you've been banking there and how much money is in the account.
In return you receive your bankers note, which is essentially a medieval ATM/Debit Card, valid with all reputable merchants/armourers/weaponsmiths, and of course any local bankers.
The 'Reputable' bit is important, as it means this note is useless to anyone who defeats you in battle, and therefore can't be looted, however in the same vein it's worth about as much as dirt for protection money, necessitating hard currency if you get waylaid by brigands and would prefer to pay them off.
And of course as those various bandit/unaligned camps I see become active in the game their not going to be 'Reputable' in any way, shape, or form, so there's another reason to carry gold in some quantity, as I assume there will be a pressing reason like special items available to visit places where it is very likely you will be attacked in force on the way.
In regular transactions however it is perfect, any purchases/sales are withdrawn/credited to either your bankers note or gold, whichever you specify, and you can visit your local banking guild representative to deposit more gold or redeem your bankers note partially or in full for hard currency.
So yes...it IS being teleported to & fro, however it's realistic in the time-setting, explained, and you are paying for this ease of mind.
Anyhow, that's my take on banking...
2: Item Storage.
Alright, definitely no magical transportation possible here, and I'm not sure if the devs are planning to include land ownership at any time, so this means taverns, including that 4-Ways Inn (sp?).
My basic desire for this stems from how much of a b!tch it is to track down good equipment, especially cool things like assembling a full suit of Reinforced Black Armour, a Reinforced Steel Shield, a Heavy Charger, and accompanying pimpass death-dealing weaponry.
And of course once your wealthy enough, outfitting your fellow heroes with similar equipment, and since there appears to be several more heroes planned...that could get very frustrating, sure, you can order a couple to chill out at the inn with half your stuff in their inventory...but you have to pay them to get it back...not what I'd call a win-win situation.
And of course it can drive you to tear your hair out and utter curses that'd make a sailor blush when halfway through assembling the most badass complement of weapons, armour, and mounts Calradia has ever seen...one too many random bands of raiders crushes your party into the dust and thieves the lot of it...$95,000+ worth of hard-earned, hard-sought equipment.
So...you need storage, badly, set it up like the banking system idea, a surcharge for items stashed, with the basic storage space being the same as the basic inventory space for a character with no inventory skill, and an option to increase it in increments like each inventory skill level, with a storage charge similar to the inn, with discounts for additional space and how long you've been storing equipment there, but it's still far better than running the risk of getting it looted or paying full price to get it back out of the inventory of one 'Your' heroes.
Granted, each item stays wherever you put it, and can't be picked up anywhere else, but then again that works fine, just set up 2-4 regional supply dumps for your equipment-hunting, it's safe & cheap (compared to other methods), and realistic, just add another option to the tavern-keepers dialogue box.
3: Soldier Recruitment.
I'd like to see an option to call up high level armed retainers subject to immediate recruitment, I haven't played enough yet to determine if allying yourself with a faction and rising in rank allows recruitment of high level retainers right off the bat, although that would IMO make sense, I'd think both main factions military & trade guilds should allow it for their respective units, while neutral trade guilds or bandit military guilds would do the same.
Sorry if that is already in...
4: Equipment Selection.
This is very important for anything remotely RL, Medieval soldiers didn't go on epic quests to find that special suit of armour/sword/horse, they ordered it if they had the cash, this definitely doesn't negate the item storage system or searching for certain equipment however, it enhances them.
For one thing low level guys aren't going to be able to pay the gold for a brand new fitted suit of armour/perfectly forged sword/specially bred warhorse, their going to have to buy whatever they can get, in whatever condition it's in, or what they can loot from similarly low-level enemies.
And in my version the items you can special order are only those which your faction uses, based on the equipment of each factions armed retainers, so if your the V-guys (can't get their name straight...) plate armour built to specification is off the list, it's just not something friendly armourers forge regularly.
Meaning that things like Black Armour are still going to be rare as hell and expensive enough to break the bank, even if at some point the guys which use them (Black or Dark something-or-other) become a faction you can join, as in my version special order equipment will be more expensive than the same piece of equipment found on the open market, to represent fitting and personal tastes, and it'll take awhile for the merchant/armourer/weaponsmith to find/create/forge whatever you order in any case.
So it won't be much of an exploit, your only really going to be able to buy something similar to what a faction soldier of your rank and role uses anyhow, your going to have to be one rich bastard to get the best stuff no matter what, this is just something which somewhat rewards you for surviving that long and prospering.
And like I said, if it's not something your guys use there's no way in hell short of switching sides (and starting off low-ranking again) that you can order it, you'll still have to search high and low.
5: Resting.
This is kinda unimportant...but still, I'd like to see options for length of inn-stays, perhaps my training skill is top-notch and I'd like to spend a few days doing peaceful training drills and letting my guys party it up before our next 2 week raid...it's a bit annoying having to check back in every 12 hours...just a simple option to specify would be nice, however it should be proportional to how many men you have with you, unlike now, to balance it out however you could have discounts based on how long you stay and large numbers of retainers.
6: Financial Screen.
This would be in line with having a banking & item storage system, telling you what you have, and what's being paid to whom, and where, simple...
Oh, and IMO the "Trade" skill should decrease the costs for banking/item storage/special orders/inn stays as it gets higher, again, makes sense, your a big time trader, you should be dealing with these people enough to gain a 'preferred customer' discount, and at base it really just represents haggling skill.
Anyhow...that's all for the moment, too sleepy to think of much else ATM.
Yes, I KNOW this has been mentioned before, dozens of times most likely, as many, if not all of points I'll mention in this post have been, but this is my own take on it.
First off, you need a bankers guild, and while I personally haven't played enough yet/interacted mission-wise with the merchants to determine if their faction-based (Swadian Merchants Guild etc), it would make sense for it to be that way, in which case the bankers most definitely have to be neutral, based in Zendar, with representatives spread out among the other faction cities, paired off with a merchant like the armourer/weaponsmith combo in the smithy.
Now, I'm not a big supporter of the "Deposit gold at point A & have it magically teleport with no explanation to point B, C, etc for pickup
This means bankers notes, you start in Zendar anyhow, which is neutral, and therefore the only logical place for the bankers guild to be headquartered, in order to start your 'account' you simply waltz over to their NPC there, and deposit some coinage, which needs a minimum deposit, say 100, and has a regular service charge like the tavern, although with discounts based on how long you've been banking there and how much money is in the account.
In return you receive your bankers note, which is essentially a medieval ATM/Debit Card, valid with all reputable merchants/armourers/weaponsmiths, and of course any local bankers.
The 'Reputable' bit is important, as it means this note is useless to anyone who defeats you in battle, and therefore can't be looted, however in the same vein it's worth about as much as dirt for protection money, necessitating hard currency if you get waylaid by brigands and would prefer to pay them off.
And of course as those various bandit/unaligned camps I see become active in the game their not going to be 'Reputable' in any way, shape, or form, so there's another reason to carry gold in some quantity, as I assume there will be a pressing reason like special items available to visit places where it is very likely you will be attacked in force on the way.
In regular transactions however it is perfect, any purchases/sales are withdrawn/credited to either your bankers note or gold, whichever you specify, and you can visit your local banking guild representative to deposit more gold or redeem your bankers note partially or in full for hard currency.
So yes...it IS being teleported to & fro, however it's realistic in the time-setting, explained, and you are paying for this ease of mind.
Anyhow, that's my take on banking...
2: Item Storage.
Alright, definitely no magical transportation possible here, and I'm not sure if the devs are planning to include land ownership at any time, so this means taverns, including that 4-Ways Inn (sp?).
My basic desire for this stems from how much of a b!tch it is to track down good equipment, especially cool things like assembling a full suit of Reinforced Black Armour, a Reinforced Steel Shield, a Heavy Charger, and accompanying pimpass death-dealing weaponry.
And of course once your wealthy enough, outfitting your fellow heroes with similar equipment, and since there appears to be several more heroes planned...that could get very frustrating, sure, you can order a couple to chill out at the inn with half your stuff in their inventory...but you have to pay them to get it back...not what I'd call a win-win situation.
And of course it can drive you to tear your hair out and utter curses that'd make a sailor blush when halfway through assembling the most badass complement of weapons, armour, and mounts Calradia has ever seen...one too many random bands of raiders crushes your party into the dust and thieves the lot of it...$95,000+ worth of hard-earned, hard-sought equipment.
So...you need storage, badly, set it up like the banking system idea, a surcharge for items stashed, with the basic storage space being the same as the basic inventory space for a character with no inventory skill, and an option to increase it in increments like each inventory skill level, with a storage charge similar to the inn, with discounts for additional space and how long you've been storing equipment there, but it's still far better than running the risk of getting it looted or paying full price to get it back out of the inventory of one 'Your' heroes.
Granted, each item stays wherever you put it, and can't be picked up anywhere else, but then again that works fine, just set up 2-4 regional supply dumps for your equipment-hunting, it's safe & cheap (compared to other methods), and realistic, just add another option to the tavern-keepers dialogue box.
3: Soldier Recruitment.
I'd like to see an option to call up high level armed retainers subject to immediate recruitment, I haven't played enough yet to determine if allying yourself with a faction and rising in rank allows recruitment of high level retainers right off the bat, although that would IMO make sense, I'd think both main factions military & trade guilds should allow it for their respective units, while neutral trade guilds or bandit military guilds would do the same.
Sorry if that is already in...

4: Equipment Selection.
This is very important for anything remotely RL, Medieval soldiers didn't go on epic quests to find that special suit of armour/sword/horse, they ordered it if they had the cash, this definitely doesn't negate the item storage system or searching for certain equipment however, it enhances them.
For one thing low level guys aren't going to be able to pay the gold for a brand new fitted suit of armour/perfectly forged sword/specially bred warhorse, their going to have to buy whatever they can get, in whatever condition it's in, or what they can loot from similarly low-level enemies.
And in my version the items you can special order are only those which your faction uses, based on the equipment of each factions armed retainers, so if your the V-guys (can't get their name straight...) plate armour built to specification is off the list, it's just not something friendly armourers forge regularly.
Meaning that things like Black Armour are still going to be rare as hell and expensive enough to break the bank, even if at some point the guys which use them (Black or Dark something-or-other) become a faction you can join, as in my version special order equipment will be more expensive than the same piece of equipment found on the open market, to represent fitting and personal tastes, and it'll take awhile for the merchant/armourer/weaponsmith to find/create/forge whatever you order in any case.
So it won't be much of an exploit, your only really going to be able to buy something similar to what a faction soldier of your rank and role uses anyhow, your going to have to be one rich bastard to get the best stuff no matter what, this is just something which somewhat rewards you for surviving that long and prospering.
And like I said, if it's not something your guys use there's no way in hell short of switching sides (and starting off low-ranking again) that you can order it, you'll still have to search high and low.
5: Resting.
This is kinda unimportant...but still, I'd like to see options for length of inn-stays, perhaps my training skill is top-notch and I'd like to spend a few days doing peaceful training drills and letting my guys party it up before our next 2 week raid...it's a bit annoying having to check back in every 12 hours...just a simple option to specify would be nice, however it should be proportional to how many men you have with you, unlike now, to balance it out however you could have discounts based on how long you stay and large numbers of retainers.
6: Financial Screen.
This would be in line with having a banking & item storage system, telling you what you have, and what's being paid to whom, and where, simple...
Oh, and IMO the "Trade" skill should decrease the costs for banking/item storage/special orders/inn stays as it gets higher, again, makes sense, your a big time trader, you should be dealing with these people enough to gain a 'preferred customer' discount, and at base it really just represents haggling skill.
Anyhow...that's all for the moment, too sleepy to think of much else ATM.