Suggestion: Custom Player Troop Tree

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One feature I'd like to see is the ability for the player to create their own troop tree. From my thinking this would start out as a base troop, one upgrade, then split off into 2, and each of those splitting off once, with a final upgrade after that. This way the player could create a tree with on foot types on one end, one ranged focused and one melee focused if they wanted, and mounted types, one mounted archery and the other mounted melee. The tree branches would be labeled as such initially, and could be renamed by the player if they wanted, the tree branches not effecting the types of equipment but only stat increases following each upgrade. For instance, player could set a troop up to be on foot and have a Two handed Sabre decked out in Plate Armor as the final upgrade for the Mounted Ranged Troop side of the tree if they really wanted, but statswise the troop would be designed around mounted archery combat and thus would be ill suited for that equipment loadout. This would encourage the player to set up the trees so the progression make sense, but not lock them in either.

As for the customization, I'm thinking that the player could equip any tier with any equipment they wanted. Any faction army and bandit/raider/whatever equipment would be available for this customization, as well as generic versions of same that don't have any faction labels or any other faction unique identifiers on them, and ones that the player can give a number of labels to themselves, the cost is the same regardless. The tiers themselves only effect the stats of the troops and their overall cost, not the types of equipment they can equip.

What would balance this is cost of hiring, upgrading, and upkeep, which increase exponentially based on the equipment the player gives each troop in their tree, including for later tiers. Also the troops stats, which effect how the troop performs in general as well as provides penalties for troops that are equipped with equipment they don't have the stat requirements for that only goes up the greater the difference. Such as a troop with a STR of 6 trying to equip an armor that has a STR requirement of 9, they'd move much slower in combat and the armor wouldn't protect them as much as it would if equipped to a tier that had at least 9 STR.

Thus, the player could in theory create a troop tree that starts with a base troop with the previous example of being decked out in Plate Armor carrying a Two Handed Sabre plus a fully armored warhorse for the entirety of all of the custom troop trees. However, if the player did this even the base troop would cost significantly more to hire, the upkeep costs would be much higher, the upgrade cost to increase to the next tier would be much higher, and the stat penalties and lack of proficiency would mean that the custom base troop would end up not really being all that much better in a fight than the standard faction base troops overall, but it's there if the player really wants it and is flooded with cash. 

Similarly, the player could create a troop tree full of nothing but men in their underpants carrying a knife. The troops would cost next to nothing to hire, upgrade, or upkeep, but they're relying entirely upon their stats and numbers to survive and thus would drop like flies even at the final tiers. The truth would likely come to be something in between either of these.

Throw in the ability to choose the gender of the base troop (with the obvious limitation that the troops further up the tree would also have to be the same gender) (go amazon brigade!!! :smile: ) and we'd be golden.
 
I think, balancing is the main obstacle. Cost is not a real problem in endgame. Devs buff and nerf troops manually - from now on not just with abilities and equipement stats, but class related variables - to make the game enjoyable with different playstyles, but no one will have a personal developer to make that for his custom troops, so it would lead to exploiting the system, spread of perfect troop builds and overally a monochrome and less challenging gameplay.
 
DtheHun said:
I think, balancing is the main obstacle. Cost is not a real problem in endgame. Devs buff and nerf troops manually - from now on not just with abilities and equipement stats, but class related variables - to make the game enjoyable with different playstyles, but no one will have a personal developer to make that for his custom troops, so it would lead to exploiting the system, spread of perfect troop builds and overally a monochrome and less challenging gameplay.
By the endgame balance isn't really an issue. By then the player has probably got money somewhere in the area of a couple hundred thousand at least, stats out the wazoo, equipment that lets them wade through an army knocking them all down without hardly taking a scratch, and the most effective infantry, archers, and cavalry that exist, custom troop trees or no. I doubt being able to make literally any kind of troop trees they could want would make the player unbalance the game any more than it already is, by that point they SHOULD be overpowered. The point of the costs and penalties isn't to balance for endgame but to ensure they wouldn't be able to make OPed murderbeasts from the word jump, or even for a long long time into the game.

As for builds and playstyles, having a custom troop tree wouldn't really change things from what we've got already with the previous M&B games. We've already got the ability to recruit whatever troops we want from whatever kingdoms we want, that leads to the player just cherrypicking ones to get the perfect line of troops available, ultimately being the same thing in the end. All a custom troop tree does is give the player yet another avenue to make their perfect line of troops, with a massive amount of options. The point of the system as I described it is to allow the player to be able to be that personal developer themselves, to make the troop trees they want to. If that leads to exploitation of the system and perfect troop builds so be it. At least those who picked up the game day 1 or don't look up "best X evar" guides for everything will have the enjoyment of figuring it out and those that do would do the same thing with the standard troops if we don't anyway.
 
Balexander said:
that Topic was already discussed, there wont be custom troops for player in native but Mods will do the Job
Sad to hear it, it means that custom troop trees won't be built into the system and thus work with all mods whether they be small time or total conversions. I hope Bannerlord being built more for modding means that whoever makes a mod like this doesn't need to wrangle make it work with 50 different mods, like with the custom troop tree mod Warband has.
 
What about a hybrid system where you select what type of unit/units you want to be strong e.g. archers and cav for example while the rest of the troops are average in skills. The individual tiers would then be customizable based on the troops skill level e.g. trying to give a strength 10 piece of Armour into the units pool of stuff if the unit only has a max skill or strength skill of 8 or 9 then it would work liek with companions where they can't use it. Now this system might not work if they have change how how Armour works like now its not based on strength its based on a skill or something or they just removed it but I feel being able to make all troop types OP with the best gear and the best skills would be a little broken.

Dk what do you guys think feel free to add to this or tell me how it would not work (nicely though)
 
Novgorod said:
Soooo what is actually new in Bannerlord? Seems like Warband with better graphics.

Weapon crafting, dynasties, influence system, criminal system, new combats mechanics, siege weapons, more complex economy, among others, perhaps?

Seriously, is incomprehensible why many people say that Bannerlord is Warband with better graphics. The difference between the two games is huge.
 
Not to mention that all the wonky bits of WB are getting ironed out, there's also a new recruiting system where your relationship with the recruiter affects how many and what quality of troops you can recruit. There's back alley gangs that have an effect on the prosperity of the city, as well a dynasty system wherein the player, as well as ai, can have children which grow in game time and become the player's character (or next ai lord).
 
Hernanxd16 said:
Seriously, is incomprehensible why many people say that Bannerlord is Warband with better graphics. The difference between the two games is huge.
It's just a little less huge than a Ferrari being just a Ford Model T with better graphics....after all they both have the same number of wheels, an engine, and a horn.  Just like the Model T versus Ferrari, Bannerlord will have a different engine than Warband.
 
+1 This could be a great feature when someone wants to make their own uniquie culture like my culture will be based off the romans mixed with western europe and they have a oligarchy of kngihts and they have unique armor combining their heavy cavalry and heavy infantry team together to make an awesome army.
 
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