Supra
Recruit

1. I'd like to see battles tweaked a little bit.
-Like everyone else, I'd like some sort of radar system to detect the enemy or at least a little arrow icon to point me in the direction I need to turn. For example, if the enemy mob is behind me, the arrow points at the my character - if enemy left, the arrow point to the left in front of my character.
-I'd like the ability to zoom the camera out further during the battles. I'd like to move the camera from "over my shoulder" to a "birds eye view". The bird's eye view would come in handy for my next suggestion.
-I'd like to change the way friendly troops are controlled currently. Everyone else suggests this also, but here is how I'd make the change. With the birds eye view mentioned before, I could stay behind my troops and control them from there RTS/RTT style. I would hit one key such as 'C' for Command or Captain. After hitting the C key, I would lose the ability to control my player character, but then I could do such things as select friendly units individually, band select multiple units, double click a unit and all similar units are selected, click on an enemy to choose an important attack target, etc. Hitting the C key again would give me control of my character again. I wouldn't be opposed to just having these options available without hitting the C key. Just click on a friendly unit and click on an enemy unit - he would attack it.
-In battle, it would be useful to be press a key and switch my control to another character. The key would rotate between all the troops in your party. Operation Flashpoint handled this similarly if I remember right.
Whatever the case, I think a bird's eye view of the battle would be great and a key improvement.
2. For fun, I think molotov cocktails should be a new weapon. I'd love to run up to a tightly packed group of enemies and toss one thier way...
3. For Multiplayer, M&B2 would thrive with action oriented short battles online - not RPG elements, MMO elements. My reasoning is that what draws people to this game is not it's RPG elements (which would lead to MMO thoughts) - it's the battle system. Particularly the riding mounts and medival setting is the primary draw. Go with action.
4. For Multiplayer in M&B2, allow TCP/IP hosted games, LAN, etc. A centralized server would be an amazing community builder as well. It would drive developer costs up more, but a server run by Armagan would draw the most players on a consistant basis. You would see players more consistantly as a result and get to know them (or of them) better. This is different from general FPS/Counterstrike style servers. True, people find favorite servers but it's more random. You see people and play them and you may never see them again. Again, I would add this as alternative to the FPS style way of doing multiplayer. You could have both types at once. The main reason for having a central server might be my next suggestion.
5. For multiplayer, many people would like some sort of ranking system. My suggestion is for ladder based play. You set up a pyramid with a champ at the top of the pyramid. Below him are three notches that can challenge the champ. Below those three are nine notches that can challenge to be one of the three. Below the nine are more notches until you reach the bottom - whatever the size of the player base is. The part that makes this ladder/pyramid system unique is that it is persistant. Meaning - If the champ goes AFK too long or he quits playing for the evening, he falls off the ladder and someone else takes his place. The way you'd gain prestige in a system like this is by gaining points. The longer you can keep yourself in a high level position on the ladder, the more prestige points you gain. If you are the champ for three hours and there are 200 players on average on the ladder, you gain 300,000 points or something. If you are the champ for three hours and there are 10 players on average on the ladder, you gain 3,000 points or something similar. Then you'd have a stat on a website or within the game system to show you're overall standing against all the people that have played on M&B2's centralized server.
Edit Addition:
-Also, I think the multiplayer should follow closely with what the Myth series did with it's multiplayer. Allow four different types of battles. A)You control your troops versus another player B)You control your troops versus five (or less) other players on one map. I realize the 30 units total in one battle would have to change for this. C)You and other teamates control one team which would fight against another team composed of players. D)If the units allowed in battle total could be increased to 50 or so, you could have 5 teams of ten units. Each team could consist of 1-3 players splitting control of the team.
-Continuing to emulate the Myth series, M&B2 would do well to simulate the gametypes that game presented. This basically consists of objective type goals rather than deathmatch style objectives.
Okay, that's it for now.
Hope this hasn't been too much of the same old suggestions...
-Like everyone else, I'd like some sort of radar system to detect the enemy or at least a little arrow icon to point me in the direction I need to turn. For example, if the enemy mob is behind me, the arrow points at the my character - if enemy left, the arrow point to the left in front of my character.
-I'd like the ability to zoom the camera out further during the battles. I'd like to move the camera from "over my shoulder" to a "birds eye view". The bird's eye view would come in handy for my next suggestion.
-I'd like to change the way friendly troops are controlled currently. Everyone else suggests this also, but here is how I'd make the change. With the birds eye view mentioned before, I could stay behind my troops and control them from there RTS/RTT style. I would hit one key such as 'C' for Command or Captain. After hitting the C key, I would lose the ability to control my player character, but then I could do such things as select friendly units individually, band select multiple units, double click a unit and all similar units are selected, click on an enemy to choose an important attack target, etc. Hitting the C key again would give me control of my character again. I wouldn't be opposed to just having these options available without hitting the C key. Just click on a friendly unit and click on an enemy unit - he would attack it.
-In battle, it would be useful to be press a key and switch my control to another character. The key would rotate between all the troops in your party. Operation Flashpoint handled this similarly if I remember right.
Whatever the case, I think a bird's eye view of the battle would be great and a key improvement.
2. For fun, I think molotov cocktails should be a new weapon. I'd love to run up to a tightly packed group of enemies and toss one thier way...
3. For Multiplayer, M&B2 would thrive with action oriented short battles online - not RPG elements, MMO elements. My reasoning is that what draws people to this game is not it's RPG elements (which would lead to MMO thoughts) - it's the battle system. Particularly the riding mounts and medival setting is the primary draw. Go with action.
4. For Multiplayer in M&B2, allow TCP/IP hosted games, LAN, etc. A centralized server would be an amazing community builder as well. It would drive developer costs up more, but a server run by Armagan would draw the most players on a consistant basis. You would see players more consistantly as a result and get to know them (or of them) better. This is different from general FPS/Counterstrike style servers. True, people find favorite servers but it's more random. You see people and play them and you may never see them again. Again, I would add this as alternative to the FPS style way of doing multiplayer. You could have both types at once. The main reason for having a central server might be my next suggestion.
5. For multiplayer, many people would like some sort of ranking system. My suggestion is for ladder based play. You set up a pyramid with a champ at the top of the pyramid. Below him are three notches that can challenge the champ. Below those three are nine notches that can challenge to be one of the three. Below the nine are more notches until you reach the bottom - whatever the size of the player base is. The part that makes this ladder/pyramid system unique is that it is persistant. Meaning - If the champ goes AFK too long or he quits playing for the evening, he falls off the ladder and someone else takes his place. The way you'd gain prestige in a system like this is by gaining points. The longer you can keep yourself in a high level position on the ladder, the more prestige points you gain. If you are the champ for three hours and there are 200 players on average on the ladder, you gain 300,000 points or something. If you are the champ for three hours and there are 10 players on average on the ladder, you gain 3,000 points or something similar. Then you'd have a stat on a website or within the game system to show you're overall standing against all the people that have played on M&B2's centralized server.
Edit Addition:
-Also, I think the multiplayer should follow closely with what the Myth series did with it's multiplayer. Allow four different types of battles. A)You control your troops versus another player B)You control your troops versus five (or less) other players on one map. I realize the 30 units total in one battle would have to change for this. C)You and other teamates control one team which would fight against another team composed of players. D)If the units allowed in battle total could be increased to 50 or so, you could have 5 teams of ten units. Each team could consist of 1-3 players splitting control of the team.
-Continuing to emulate the Myth series, M&B2 would do well to simulate the gametypes that game presented. This basically consists of objective type goals rather than deathmatch style objectives.
Okay, that's it for now.
Hope this hasn't been too much of the same old suggestions...