SP - General TBSE : The Best Suggestions Ever

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Hello @TaleWorlds ! I would like to suggest you some awesome mechanics, wanted by thousand of players, it would be great to get in-game :
  • More advanced diplomacy, especially with religion and assassinations, or even the possibility of launching crusades.
  • More evolving sieges: for example, once the first wall is taken, the fighting continues in the streets (such as houses that can be occupied with the ability to shoot from windows or roofs, barricades in the streets, a second door to cross, etc.) and this continues until the gate of the keep (which would bring back the interest of having a second enclosure in certain castles).
  • Destructible elements, other than the crenels of the walls, such as the roofs of buildings for a stray cannonball, as well as the possibility of setting buildings on fire with a flaming projectile like a pot (similar to what happened in “Medieval 2: Total War,” for example).
  • Being able to decide whether or not to be mounted on horseback during sieges, to attempt a real-time sortie, for example, or to pursue fleeing enemies after a successful defense.
  • Being able to place our soldiers one by one, especially for sieges and ambush battles, without resorting to mods.
  • The long-awaited naval battles (wanted by everyone anyway).
  • Having more troops on the screen (larger armies allowed by the game engine).
  • Having more diversity in equipment to avoid the “clone effect,” as well as a slight difference in color tone from one soldier to another (or from one garment to another) (for example, for the Vlandians, a more or less dark red depending on the cape/tunic/hood or the soldier).
  • Giving soldiers waiting postures and animations once in battle, such as fatigue or disease effects if morale is low (if food supplies are low or zero, or even perishable over time (and therefore bought/sold at a lower price)), animations that would resemble those of “Attila: Total War.”
  • Being able to place our siege engines ourselves in the location that we find most suitable for firing (while having a limited area, of course, to avoid placing them in too overpowered or unrealistic locations).
  • Not only having double doors for castle entrances, but also sometimes a portcullis, or even a drawbridge, or even all three (which could be obtained with the wall upgrade in the building chain, for example).
  • During city sieges, having the population present (whether it’s people helping on the walls to manipulate stones or defense machines, or people running in panic in the streets).
  • Having more unique rewards when winning a tournament (winning a javelin after defeating all the competitors in a tournament organized by a great noble or even a king is a bit disappointing).
  • Being able to increase tournament bets (within reasonable limits) instead of always being limited to a maximum of 600 gold.
  • When an army is garrisoned in a city, only soldiers should be seen guarding the gates, not knights or elite troops (and with their own weapons, not just a simple lance).
  • Having more life in the streets of cities, such as more passersby, pets, children playing, musicians, workers carrying bags or crates, etc. (a bit like Novigrad in “The Witcher 3”).
  • Of course, getting animals in war. Certainly elephants, but it would also be cool to have war dogs (as the Romans used in battle, as well as some armies in the Middle Ages).
  • Adding a configurable “blood and gore” option to be able to cut off limbs, as well as effects/sounds for hits on armor (and why not mud textures if we wade through it on wet terrain).
  • In character creation, adding an age parameter to display the aging of characters (which would also be displayed over time during a campaign), to avoid people keeping an eternally youthful appearance.
  • More diversity in music on the campaign map, in battles, in cities, and on the main menu (because it can be a bit too repetitive sometimes).
  • Adding a "panic" animation when you fall from a too high location, in order to prevent the "standing" and straight position during the fall
  • Adding a "undermining" mechanic during sieges in order to sap walls, it would be longer to do, but wouldn't need siege machines (with possibility given a chance to defenders to detect it and to attack sappers with a little group)
  • Getting two entrances for each major city at least, it would make 2 sides to attack (attacker could choose side), but also player on Campaign Map wouldn't have to make the whole turn to entering the city
 
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  • Having more troops on the screen (larger armies allowed by the game engine).
  • During city sieges, having the population present (whether it’s people helping on the walls to manipulate stones or defense machines, or people running in panic in the streets).
Iirc it is already very close to limits of engine. If you want civilians at siege you need to make a choice, you want same amount troops or less troops and a bit civilians. 2048 entities is limit iirc. Horse are also count as entity. Like every horseman/horsearcher is 2 entity, rider 1 entity, horse 1 entity.

  • Being able to increase tournament bets (within reasonable limits) instead of always being limited to a maximum of 600 gold.
You can increase how much you can bet in tournament with some traits. It is in roguery iirc.TBF i want remake of roguery skill tree. Hard to level and all of roguery skills are not worth that trouble imo.

  • Having more unique rewards when winning a tournament (winning a javelin after defeating all the competitors in a tournament organized by a great noble or even a king is a bit disappointing).
I think this is a balancing problem. I can win tournaments with new character. Alot of people can win with new character. So talewords do not want to give too good items to tournament winners. Or i am missunderstood you.


  • Having more diversity in equipment to avoid the “clone effect,” as well as a slight difference in color tone from one soldier to another (or from one garment to another) (for example, for the Vlandians, a more or less dark red depending on the cape/tunic/hood or the soldier).
Iirc most troops has 2 or 3 sets of equipment. The thing you called "clone effect" is something intended i think. So we can figure out enemy troop type.
Color change depends on banner of lord they serve iirc. I think this is also intended.

  • More evolving sieges: for example, once the first wall is taken, the fighting continues in the streets (such as houses that can be occupied with the ability to shoot from windows or roofs, barricades in the streets, a second door to cross, etc.) and this continues until the gate of the keep (which would bring back the interest of having a second enclosure in certain castles).
Sounds nice but it will be a pain. Like devs need to remake all castles. Also that make attacking place way harder. Imo my primary loss are before my troops reach to castle walls. Esentially you are saying you should reach castle walls several times. So every siege needs to remade. Too much work for too little gain. Potencially harmfull gain imo.

  • Having more life in the streets of cities, such as more passersby, pets, children playing, musicians, workers carrying bags or crates, etc. (a bit like Novigrad in “The Witcher 3”).
Tbf, i dont know how many people going in to cities. Imo even if devs add more life to cities most people still going to skip it. Sounds cool to be honest.

I agree with other suggestions.
 
I would definitely support more lively cities and having more quests that require you to go into a settlement seems to be the most obvious way to ensure that the "more lively settlements" effort doesn't get ignored by players.

I know that's pretty generic, but making people go into the cities more is the obvious solution to getting people into the cities. Just make it interesting and necessary to go there and the problem solves itself.
 
Update : do you have any new about this @TaleWorlds ?

don't you hear the crickets in the background ? .. like a 1950s Japanese samurai film ?

Bannerlord needs many upgrades / depth but this release is a simple version for Console Kiddies. Devs will make things like rain storms, and butterflys, and puppy dog tails etc. (pretty, easy and simple) Don't expect much before this release.
 
Hello @TaleWorlds ! I would like to suggest you some awesome mechanics, wanted by thousand of players, it would be great to get in-game :
  • More advanced diplomacy, especially with religion and assassinations, or even the possibility of launching crusades.
Yes, needed
  • More evolving sieges: for example, once the first wall is taken, the fighting continues in the streets (such as houses that can be occupied with the ability to shoot from windows or roofs, barricades in the streets, a second door to cross, etc.) and this continues until the gate of the keep (which would bring back the interest of having a second enclosure in certain castles).
Yes, needed BUT AI will poo it's pants trying to deal with that.
  • Destructible elements, other than the crenels of the walls, such as the roofs of buildings for a stray cannonball, as well as the possibility of setting buildings on fire with a flaming projectile like a pot (similar to what happened in “Medieval 2: Total War,” for example).
Why ? just for looks ? falling masonary killing troops ?
  • Being able to decide whether or not to be mounted on horseback during sieges, to attempt a real-time sortie, for example, or to pursue fleeing enemies after a successful defense.
Don't think there is enough room for all those cav horses in a castle.
  • Being able to place our soldiers one by one, especially for sieges and ambush battles, without resorting to mods.
Defensive siege AI is fairly good, and smart. Soldier wait at bottom of walls (not being shot by archers) then only charge up when towers come close.
  • The long-awaited naval battles (wanted by everyone anyway).
Yes ,and naval travel
  • Having more troops on the screen (larger armies allowed by the game engine).
No, engine won't handle it. Better to have proper spawn points, i.e. where unit is currently located.
  • Having more diversity in equipment to avoid the “clone effect,” as well as a slight difference in color tone from one soldier to another (or from one garment to another) (for example, for the Vlandians, a more or less dark red depending on the cape/tunic/hood or the soldier).
Meh ?
  • Giving soldiers waiting postures and animations once in battle, such as fatigue or disease effects if morale is low (if food supplies are low or zero, or even perishable over time (and therefore bought/sold at a lower price)), animations that would resemble those of “Attila: Total War.”
Yes, that would be more realistic
  • Being able to place our siege engines ourselves in the location that we find most suitable for firing (while having a limited area, of course, to avoid placing them in too overpowered or unrealistic locations).
AI knows what it is doing.
  • Not only having double doors for castle entrances, but also sometimes a portcullis, or even a drawbridge, or even all three (which could be obtained with the wall upgrade in the building chain, for example).
Yes, draw bridges are needed for large castles. Not sure how AI would attack them though ? grappling hooks to pull them down ??
  • During city sieges, having the population present (whether it’s people helping on the walls to manipulate stones or defense machines, or people running in panic in the streets).
More meshes and textures to animate .. :-/ in reality, the populous would be hiding.
  • Having more life in the streets of cities, such as more passersby, pets, children playing, musicians, workers carrying bags or crates, etc. (a bit like Novigrad in “The Witcher 3”).
We need more interaction in settlements with players, playing board games isn't enough.
  • Of course, getting animals in war. Certainly elephants, but it would also be cool to have war dogs (as the Romans used in battle, as well as some armies in the Middle Ages).
Yes !
  • Adding a configurable “blood and gore” option to be able to cut off limbs, as well as effects/sounds for hits on armor (and why not mud textures if we wade through it on wet terrain).
As a DLC, yes.
  • Adding a "undermining" mechanic during sieges in order to sap walls, it would be longer to do, but wouldn't need siege machines (with possibility given a chance to defenders to detect it and to attack sappers with a little group)
YES ! "Vinea" pushed up to the walls and mining commences.
 
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