hakjimmy said:
Definitely a persistent world mod with bigger map and bigger player cap say 500 or even more 1000
We want a MMO but denied by taleworlds. and we demand a new persistent world on a Massive scale~~~~
That's one of my gripes with the older games: lack of persistence of effects, even in a single player game. You defeat a faction's armies, siege their castles, loot their towns, and destroy their caravans, and yet they keep coming back with more troops, sometimes better equipped than before. Your actions, or the victories and losses of your faction's lords, really don't seem to matter to the balance of the war, other than imprisoning captured lords or taking their absolute last town or castle. Even the resolutions of wars seem more like totally random events, rather than one side being defeated or suing for peace. Until you take that last castle, there's no real effect on their ability to wage war.
The ability to recruit replacement troops should depend on the number of towns and villages remaining, and if a lord doesn't have a fief of his own, it should take longer for his army to replenish. A faction that starts losing towns and castles has less to defend with the same number of lords, and if the rate of recruitment were halved for dispossessed lords, the faction would still be able to concentrate a fairly decent amount of force to defend its remaining assets, rather than gaining a concentration advantage for losing. Once a faction's strength drops below some percentage of its adversary, it should seek for a truce, and at some point should surrender (renouncing claims on some of what it's lost, and not allowed to besiege those castles/towns for X months or years), and at the very least, NOT declare any new wars until its strength recovers.
In a recent basic M&B campaign, I was awarded a castle which I had taken (while it was weakly guarded) from a faction (Swadians) that had just recently re-taken it from a third faction (Rhodocks), and the Swadian lord wanted it back. He showed up with a couple of friends, and I had to lure away and defeat two of those armies in the open field before joining the defenders and driving off the besieger, who lost the vast majority of his army in the process. He returned about a week later with a lot more men and a few more friends, totaling over 500 men. Again, I "thinned the herd" by luring away individual armies, then joined the castle defense against the remainder. As before, the besiegers were defeated, and suffered massive casualties. Not two weeks later, they showed up with just over 700 men, led by their faction's king. This time, my own king and company showed up, and after an epic 500+ to 700+ battle, the opposing army was broken. Out of 700+ opponents in the siege, less than 100 survived. Within two weeks, they were back with just shy of 1100 men, more than 100 of them Men-at-Arms and Knights.
In my opinion, that's BS. The same lords keep returning with instantly trained high-level troops, no matter how many you kill. To make it even more ridiculous, they were at war with my own faction plus another, and between the two, had lost EVERY castle and one city by the time I drove off the 700 men. In essence, they should have had difficulty replacing losses at that point, not be able to park in their few remaining walled cities for a few days and magically conjure up 1000 top-tier veteran troops out of thin air.......1000 untrained recruits I can understand (which should depopulate their villages and cities to some degree), but NOT 1000 high-tier troops.
The game really could use some measure of population in the towns, so once you start losing a lot of men, recruits (both for you and the AI) begin to get a bit sparse. That should gradually recover over time, when troops aren't being extensively recruited faster than they renew. Some semblance of an actual economy would be nice as well, so you could trade goods from areas where they're produced to areas where they're in short supply (with local consumption based on population and affluence), and the current supply and demand would affect prices. Reduce the population through wars, and both the productivity and the demand start to drop.
That's applicable to either a single-player or multi-player game.