Samittaja said:
Who on earth uses the flat side of the sword? If you want to hack enemies unconscious use hammers and maces! And if somebody suggests throwing swords like in the Braveheart-movie, only madmen would have done it in reality.
That what they did in medieval ages they used pommels and cross-guards when needed, but have I understood you correct that you mean holding the blade? Who holds the sword from the blade?
Throwing swords is silly. I only suggested it because of the limited number of weapon slots - four. I very much doubt dual wielding (such as a dagger and sword) would be plausible, so I figured more options for the current weapons would be nice. Why the flat of the blade? Well, I personally tend to lean towards a lance, sword (either one or two handed), shield (sometimes) and a bow and arrows. Admittedly, I could use a mace instead of a sword, but maces lack the reach of blades (in most cases).
In the case of two-handed swords, I might be wrong, but I believe the part of the blade near the crossguard was held and the pommel used to knock people down.
But I can appreciate not having "all-rounder" swords.
Duh said:
Nope he only meant being able to knock sb unconcious with the blade.
However that would make things to simple imo. Players should have to choose between their weapons and their abilties. There wont be allrounding swords
Yes.
Another thought I had was raw materials - why not have a set of buildings one can purchase as in the towns - say, a sheep farm (for wool); a cheese making site; a farm for beef & dried meat. Another for butter. One for grain.
When the village gets raided, the player has to rebuild said buildings (or they regenerate over time and the player lacks income in the meantime). It would be more incentive to protect villages.
I know mines have already been suggested.
Another thought was having more than one 'guildmaster' building. But, one would have to 'buy out' existing buildings - so, I don't know, pay 1.5 more than normal. That way, towns would generate more revenue. Alternatively,(or in addition to), what about multiple buildings of the same type? Say, three toolmakers? It would drive down the price of the finished goods, but up the price of raw materials.
Taking this concept further, if there were a set number of buildings within the land - say, one bakery in each town, the player could begin to force prices. Too advanced/difficult to implement? I don't know. My thinking was to create a 'chokehold' on certain goods - meaning that one artificially creates a shortage and then has to travel to meet the demand. Of course, this unbalances the entire economy... ...which could upset certain lords/towns.
Something else I noticed which has been bothering me: it doesn't matter how many times a character loses - he/she cannot die. Likewise, one cannot execute captive lords. Granted, you can imprison them... but when there are lords who are -100 unfavourably against you, realistically it would make sense to off them. Perhaps an 'extreme' difficulty mode would allow this? Where the stakes are raised so the player's character
can die? (of course, new lords would have to be raised from the ranks or ones wander into the realm from outside).
Just a thought.