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BattleMaster => Development => Topic started by: Tom on October 21, 2011, 06:19:24 PM

Title: Feature Cut: Region Loyalty
Post by: Tom on October 21, 2011, 06:19:24 PM
This is a huge system that has been in the game for a very long time. It was added when regions switched hands rapidly, to make people consider holding them longer. It was also added to dissuade looting back when that was rampant. Both problems that we don't have anymore.

But my main interest in considering to remove it is not so much the complexity as that it doesn't fit to the vision of the game I have anymore. I would like to move closer to a "the peasants don't really care that much about which flag flies over the castle" vision. If the peasants have an opinion, it should be much more localized - they might like their lord or not. But I don't see why the peasants should care about realms.

Title: Re: Feature Cut: Region Loyalty
Post by: Kain on October 21, 2011, 06:28:43 PM
I agree. Remove it :)
Title: Re: Feature Cut: Region Loyalty
Post by: Anaris on October 21, 2011, 07:11:11 PM
My first reaction is "Yeep! That's gonna screw up SO MUCH STUFF!"

My second thought is, "Hm. He makes some good points."

My third is, "But it's still gonna screw up SO MUCH STUFF!"

I don't think we should do this immediately, because it will require totally rebalancing 3/4 of the game or more.  However, I think it's worth discussing replacing realm loyalty with loyalty to individuals.
Title: Re: Feature Cut: Region Loyalty
Post by: Perth on October 21, 2011, 07:12:58 PM
Quote from: Anaris on October 21, 2011, 07:11:11 PM
However, I think it's worth discussing replacing realm loyalty with loyalty to individuals.

This could be very cool.
Title: Re: Feature Cut: Region Loyalty
Post by: Sacha on October 21, 2011, 07:20:05 PM
So basically instead of 'Loyalty - Keplerstan' it would change to 'Loyalty - Lord Kepler'? I could go for that.
Title: Re: Feature Cut: Region Loyalty
Post by: Tom on October 21, 2011, 07:20:37 PM
I'm not sure it would screw up so much. It seems that it deters a lot of actions, but it doesn't really add all that much. The two main effects it appears to have is that most realms have outlawed looting and that after the inevitable brutal takeover, a couple players are stuck in the region for a week or two to fix it up.

Title: Re: Feature Cut: Region Loyalty
Post by: Tom on October 21, 2011, 07:21:15 PM
Quote from: Sacha on October 21, 2011, 07:20:05 PM
So basically instead of 'Loyalty - Keplerstan' it would change to 'Loyalty - Lord Kepler'? I could go for that.

No, that is an idea thrown in. The question I want feedback on is whether or not removing it would be a good idea. Any and all potential future improvements are exactly that: Potential and future.
Title: Re: Feature Cut: Region Loyalty
Post by: Darksun on October 21, 2011, 07:23:32 PM
Why stop with Loyalty? Why not axe morale too? Can't all these just be rolled into "Control" without the needless complication of other percentages?
Title: Re: Feature Cut: Region Loyalty
Post by: Tom on October 21, 2011, 08:12:46 PM
@Darksun: The whole region maintainance thing could be reworked, but I'm not looking for more work just now. And for technical reasons, removing Morale would not save much work, but removing Loyalty does.
Title: Re: Feature Cut: Region Loyalty
Post by: egamma on October 21, 2011, 08:17:11 PM
Quote from: Tom on October 21, 2011, 07:20:37 PM
I'm not sure it would screw up so much. It seems that it deters a lot of actions, but it doesn't really add all that much. The two main effects it appears to have is that most realms have outlawed looting and that after the inevitable brutal takeover, a couple players are stuck in the region for a week or two to fix it up.

Removing loyalty will reduce the time needed to take over multiple regions. That's a good thing if you're defending--and a bad thing if you're attacking. If you want to encourage realms to go on the offensive, then removing loyalty would probably help.

What is removing this going to do to the takeover types and court types (just court in particular)?
Title: Re: Feature Cut: Region Loyalty
Post by: Indirik on October 21, 2011, 08:19:26 PM
Quote from: Tom on October 21, 2011, 06:19:24 PMThis is a huge system that has been in the game for a very long time. It was added when regions switched hands rapidly, to make people consider holding them longer. It was also added to dissuade looting back when that was rampant. Both problems that we don't have anymore.
Yes, looting in a lot of places was made illegal. But now, for anyone fighting a serious war, looting regions to death has become the standard, because realms know they can't take the land.

The New Estate system will help remove this, and hopefully bring back more conquering of land, rather than just destruction of enemy resources. IMO, removing Loyalty will remove the major incentive to /not/ loot regions while you BTO them. After all, it will make the BTO go faster, won't hurt your realm much at all, and you wont' have to leave anyone behind to rebuild it when you're done.

I'm not sure about this one. I think I agree with Tim, and that this might be too much, too fast.
Title: Re: Feature Cut: Region Loyalty
Post by: fodder on October 21, 2011, 08:57:05 PM
loyalty is part of the ambassador game right now... what takes its place?
Title: Re: Feature Cut: Region Loyalty
Post by: Bedwyr on October 21, 2011, 09:27:31 PM
Huh.  I can see it simplifying stuff...And it would make taking regions a lot easier, which would be handy...Would everything controlled by loyalty right now just become...Possible?

How would the different TO types work?  And if there isn't something about personal loyalty implemented, then...

I think this just makes my head hurt, and I can't figure out how it'll change things without knowing more.
Title: Re: Feature Cut: Region Loyalty
Post by: Telrunya on October 21, 2011, 10:40:08 PM
Not so comfortable with this one. It seems like such a major component of the region maintenance part. The New Estate System should already makes things a bit easier, I think. Also, and this may be biased, but I see a lot of Looting going on already, so I don't see any problems there that need to be rebalanced. I think this is taking a step back, not streamlining the game. I like the ideas of peasants caring differently, and that sounds like it could be a good improvement, but then the Loyalty system (and other related things) should be reworked in a new system, but that's obviously not an option right now. My reservations with this is, I guess, that I'm afraid it takes away from the game. So I would really want to keep Loyalty.
Title: Re: Feature Cut: Region Loyalty
Post by: Zakilevo on October 21, 2011, 11:49:29 PM
I agree with the logic of peasants not caring about which realm they are in. They would have been more concerned about their lords than the whole realm. Maybe get rid of loyalty for now and once things get cleaned up, add loyalty for a specific noble?
Title: Re: Feature Cut: Region Loyalty
Post by: MaleMaldives on October 22, 2011, 04:23:51 AM
I think the way realm loyalty is implemented now isn't very good, but I like idea of something along realm loyalty lines. For example, I think realm loyalty shouldn't affect control, but instead increase production. More gold would be collected if the people like the realm because of the prosperity they have given them by keeping them self. So yeah, I think it would be good to get rid if something else like it was put in down the road.
Title: Re: Feature Cut: Region Loyalty
Post by: Heq on October 22, 2011, 05:12:18 AM
Realm Loyalty adds to the time to consolidate gains, which means more downtime and less politics and war.  Thus my vote is to axe it.
Title: Re: Feature Cut: Region Loyalty
Post by: JPierreD on October 22, 2011, 06:59:31 AM
I personally love the layer of complexity Loyalty gives, with a region having a different stat for every Realm. It is also realistic that if you loot, murder and rape today, tomorrow you will have a more difficult time having the peasants accept you.

If not on Realm-level, Loyalty could be determined on a Duchy-level, giving even more reasons not to switch between Duchies as if it were an everyday event  (as Loyalty would take a hit, unless you are moving to a much more loved Duchy). It is a compromise between the unreal nationalism-Loyalty we have now and the much better lord-Loyalty of medieval times (similar to a claim).

I hope if Loyalty gets removed in the current format, it comes back with something like that later.
Title: Re: Feature Cut: Region Loyalty
Post by: Chenier on October 22, 2011, 07:08:43 AM
Quote from: Indirik on October 21, 2011, 08:19:26 PM
Yes, looting in a lot of places was made illegal. But now, for anyone fighting a serious war, looting regions to death has become the standard, because realms know they can't take the land.

The New Estate system will help remove this, and hopefully bring back more conquering of land, rather than just destruction of enemy resources. IMO, removing Loyalty will remove the major incentive to /not/ loot regions while you BTO them. After all, it will make the BTO go faster, won't hurt your realm much at all, and you wont' have to leave anyone behind to rebuild it when you're done.

I'm not sure about this one. I think I agree with Tim, and that this might be too much, too fast.

I agree, looting had pretty much become the norm, and we have yet to see if the new estates will change this.

Though about the BTO: who the hell does a BTO instead of a HTO if they don't plan on looting?
Title: Re: Feature Cut: Region Loyalty
Post by: Chenier on October 22, 2011, 07:09:58 AM
Quote from: fodder on October 21, 2011, 08:57:05 PM
loyalty is part of the ambassador game right now... what takes its place?

Ambassadors get to be overglorified postal workers again. ;)
Title: Re: Feature Cut: Region Loyalty
Post by: egamma on October 22, 2011, 08:02:43 AM
Go back and read the first couple of entries guys--a lot of the loyalty stuff (bonuses, penalties, consequences) will end up under Control. So Diplomats could end up placing control, murder would affect control, etc.
Title: Re: Feature Cut: Region Loyalty
Post by: Shenron on October 22, 2011, 08:48:12 AM
I agree with Tarm.

We can do without loyalty. I think it currently slows down the game too much.
Title: Re: Feature Cut: Region Loyalty
Post by: Tom on October 22, 2011, 11:23:36 AM
Thanks to everyone for the feedback.

The decision is to keep it. It's on the list for future improvements and changes, but right now, we will retain it.

I will close this thread so the result doesn't get lost in the discussion.