This suggestions is for the GOOD vs EVIL mechanics.
Since there is no global system in the game other than imagination that you can't see other than villages and vassal opinions, with no visual aids.
It's also mostly for immersion and extra things to do, and keeping it simple, while trying to allow people to play how they want to.
(not sure if this can even be done though)
Keep in mind that all ideas within this suggestion are not set in stone, and can be looked at or changed to suit the mechanic suggestion.
There is also an opening to add some new units, some brainwashed units and unbrainwashed units.
Male/female and children - all with an upgrade path of 2 directions, male tend to be on the melee/archer type, female the Magic/healer type, and the children the upgrade to adults as a summoner or something crazy.
And having Good and Evil versions for all of them.
Firstly it starts off with character select.
You pick your:
- gender
- then race
- then your father's occupation
- then what you grew up as
- then your class
-
(remember this spot)
- then your interest
- then mounted or on foot
- then confirmation to ride to your destiny
In there we should get an extra option of what your character is aligned with, in a good-neutral-evil term.
So most likely after the class choice.
This would negate all thoughts of whatever class you picked, is how you should play, then you can pick the way you wish to play for yourself, and even then you can change that style in the game anyway if so wished or the game takes a turn and you can play your character whatever way you want depending on whatever circumstance you prefer at the time.
After that, you get into the game, kill that first guy and talk to the merchant, decide if you want to do his quest or not, then once you exit that into the world you can hit your "Reports" button.
And you should see this.
After clicking that, you can see this.
Blue =Good
Grey =Neutral
Red =Evil
This is just a default image to show the gauge.
The numbers are just a placeholder, they can be increased, but the numbers are necessary so you can unlock things you can do for good or for evil.
But i want to stress the importance of the numbers, because this suggestion is based on only getting 1 point for doing an action either way.
So do 1 good thing, get 1 point that would move towards good, do something evil, get a point toward evil.
Once you get to 10 you unlock something really good or really evil.
Every-time you do something that compliments your alignment, that arrow shifts a point int he direction of your choices/decisions.
Now to where this Mechanic would mostly come into affect.
Villages!
Being Good or Being evil would mostly play a roll in the people, so villages, because they are the closest thing you get to a population you can interact with other than battles and merchants.
Towns and Castles are already good enough with migration.
Now say you are running around and you wanted to interact with this town, when you walk up to it and get the normal menu, there should be a few more options.
And these options have consequences aswell as benefits.
These new options would be.
So you pick the "Good" option and get this menu.
Or you pick the "Bad" options and get this menu.
If you pick one of the Good/Bad options, it would just chew up some time, like asif you were in a town and slept at the inn for a little while, or looted and burned a village.
There doesn;t need to be new buildings or less population in the village because of the option.
But the effects of the options would atleast stand, like how the village likes/dislikes you, and adding the prisoners, or if you destroyed it completed to summon a balrog, it would atleast go throught the "looted" time frame to rebuild.
Im not 100% sure how a Guardian would work, but it seems ok, or atleast an avenue for a compromise or a work around.
Im also not sure if a resistance to things could work either, but it doesn;t matter, everything is up for discussion and debate anyway.
Lets say that you pick a bad decision, and you steal some women and children as prisoners.
Then you go to CAMP and use a new option.
So you went the evil decision to have the women and children taken from their home, so brainwashing would be the way to go.
And this is where you convert a random person into a mindless pet of some type that you want to build an army with.
And hopefully it would be a new unit that you can upgrade and have multiple options to level them up as.
Alternatively, if you were good, and you captured someone who is brainwashed you could get some Good alignment points by un-brainwashing them.
How they would repay you or join your army or upgrade into something else i have no idea, but it's an option.
Progressing up the Alignments.
These are just placeholders for things that you would unlock as you go.
Things that could affect the territory you own, or things that you could use on villages, etc..
Just general things that could enhance and benefit your alignment choices.
If you were to be a Good aligned character.
(note the indication arrow)
If you were to be a Bad aligned character.
(note the indication arrow)
None of this stuff is set in stone.
I just wanted to throw out the suggestions for it to be looked at and talked about so if this was something the DEVs and players wanted to see, they could atleast make something alot better than what i can think up.
(pretty sure i nailed all of the spelling mistakes, ima go ahead and post this)