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Topics - Bhranthan

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1
Development / Abusing diplomacy
« on: January 28, 2014, 10:18:08 AM »
I noticed that the diplomacy system can be abused quite easily.
If you wish to fight another realm, you can simply join in without declaring war against anyone.
You could defend your allies land by signing an alliance, fight your enemy anywhere even loot enemy regions rogue, without declaring war.
Now there is nothing wrong with that in my opinion per ce.

But it does help you circumvent diplomacy game mechanics, where your peasants would protest against wars they don't like(which is a quite powerful feature).

As long as relations are on neutral, aggressive or murderous settings will be enough to engage the enemy alone, thus allow you do anything else you'd be able to WITH a war declaration then without.
I've seen that its definitively worth it to circumvent these mechanics as they can cause allot of trouble.

2
Development / Rogue region allegiance and rogue peasant militia
« on: January 08, 2014, 03:08:44 PM »
After thinking about rogue regions and some other mechanics a bit i came to the opinion that a rogue populations way of protecting one self is often very odd.
Some parts of this have already been discussed in the case where enemies loot and quite large groups of citizen militia pop up to 'fight' invaders, often its a bloody massacre of helpless peasants.
Peasant militias can become more efficient and less suicidal was the conclusion, i am looking forth to how this will be picked up eventually by the dev team.
If this is worked one, rogue attacks on rogue peasants could also be considered.
They belong tot he same 'faction' yet monsters and undead rogue always kill peasant rogues, who do nothing back.
Possibly it would be quite difficult to make the two parties able to engage combat as long as they are part of the same faction.
Likewise it could be hard to make a second rogue faction just for monsters and undead.
But it would be logical to assume that rogue regions with sizable populations, namley townlands, large population rurals, cities, strongholds and possible mountains could be able to recruit a local militia to fight of these monsters/undead and possibly deal with some crimes and witchcraft cases etc.
Likewise, they should eb able to offer resistance to any troops from any realm as strong as a regular undead force.
Perhaps the strength of these regular rogue militia can be based on the population in a region.
Some regions could defend them selves where others, especially after numerous undead/monster attacks cannot.
Obviously, it should also take time for a militia unit to regenerate back to its full potential after each attack.

Then there is already in place a system that determines the way peasants view other realms.
It would be very cool to see these rogue militias attack the realms they hate and welcome the realms they view as friends, as allies.
Possibly here again, game mechanics may not support individual regions diplomatic relations, or behavior.

It would definitely prevent regions from turning into absolute wastelands after a realm lost control for some time.
To many monsters or undead could eventually still turning everything into a wasteland, but at least, now, not as easy.
It can also be very interesting to fight battles in some rogue regions where in others it would be a bad idea.
And imagine the role play value behind it.
As a diplomatic you could change there view of your realm and turn the peasants on your side, creating a nice trap for your enemy, especially in a rogue city or townsland, with walls.

3
Development / Frustrating (new) features
« on: December 21, 2013, 10:31:31 AM »
Just wanted to sum up some regular frustration i have with some of the mechanics.
Perhaps others share a similar feeling.

The new TO mechanics requires active support which is extremely boring and annoying, some troop leaders dont even bother to do it.
I seriously preferred the old system where you just had to be in the region.
Perhaps support options can still be kept but are not necessary to finish a TO, just help it speed up or better: to just help making the region more stable once it is taken.
So no Support will not slow down TO but simply give you a slightly unstable region once the TO completed.
Especially for less active players in smaller realms it can be very boring, clicking support to for days in a row.

Diplomats, the new diplomats changed the game, they are not necessary once your regions are fixed(love you and your allies and hate the enemy).
But as long as they are not, which is nearly every region taken in war, you need an army of Diplomats to restore those regions with no other choice but to have allot or very active diplomats.
Diplomats simply click on the same options day after day and i don't see anything exited about it.
It has some cool options but i'd rather see them add something instead of being a necessary tool for your realm to expand.
These Diplomats could have recruited men and fought battles instead.
Now they just sit in a region for weeks doing something that is boring but very required.
Without diplomats, those regions will keep revolting, even with 2% tax rate and a lord doing police work and courts does not work for even a small realm.
A lord should, with some basic attention and decent tax rates, be able to hold almost any region part of a small realm, once it is taken in my opinion.
Why should peasants bother THAT much about who there lord is anyway.
The peasants of today BM almost seem like some western democracy middle class citizens.
the faith of a lord should mater more then what realm he is part of.
Perhaps the realm he belongs to looted them a few times, so what that's basically what they're usual lord does by taking so much tax from them while holding 'harsh' courts.
It is better to have an 'enemy' lord then to have some pagan noble in charge, who knows what witchcraft or divine punishments might come from that?
I want to fight other nobles (armies), not peasants.

I seriously wish these mechanics where taken away or changed.
I have not seen anyone who liked it yet, perhaps the concept but not the way they work now.
But if you disagree, please speak up.

4
Development / The value of an oath
« on: December 02, 2013, 09:49:37 PM »
So apparently, the value of an oath is currently almost entirely one sided, and based on giving a knight his share.
It is barley mutual, and if it is mutual in some cases it is just a lord caring that his knight is not cashing his share without leading a unit or doing anything else in service of his lord/realm.
But the true value of an oath, which is a deep tie of allegiance to a superior, is not considered.
Oaths are broken and signed like nothing, for the Lord the oath fully has lost(never had) its value.
It is more often called simply 'taking of a vacant estate' then swearing fealty.

It is in my opinion that both having the freedom to break an oath repetitively like a baguette, or a kit kat as well as suffering  the consequences from it, are important.
In other words, as a knight i can simply leave my estate and join another lord, duchy or realm, but if i do that without my lords consent(not necessarily acceptance), i might have to acknowledge the consequences.

Right now, in the extremest case i can take a vacant estate from a lord, cash a few tax days doing nothing and then betray my lord for the enemy and still be as 'honourable'.
But if i am caught 'accidentally' slipping a huge rock out of my hands, which i was conspicuously holding on top of the towns gate, which ow so unfortunately fell on some militia(infiltrator actions), i lose honour?
 
Some how an oath has to be and mean more then just a guarantee to get some gold for a knight.
Before, Lords where rewarded with gold to take in knights, it didnt work, but neither is it necessary.
If some how Lords can express their opinion(with effect/consequences for the knight) on their knights actions(for example leaving the lord for the enemy), the oath would mean something again.
Lords might become interested again in having knights, as they now(with my idea implemented) have much more power over them instead of the situation before, where knights slipped through the lords fingers like liquid.

I personally am thinking of honor/prestige penalties possibilities for certain actions, based on the lords reaction.
For example, a knight leaves you, do you consent(has he discussed this with you/do you find his action honourable) or not?
If not, him leaving his lord and thus breaking his oath will make him lose face, status and thus honor and prestige.
You'd be known as the knight who broke his oath.

Yes lords can abuse this, so what?
This kind of abuse can be pretty fun.

If the Lord just hates his knight, the knight can do what ever he wants, still the Lord will slander his name.
Even if the said knight is actually one of the most honorable persons in the world.
Fair? no. interesting? in my opinion, yes.

Please discuss the value of oaths in BM and a solution if you deem so necessary.
I am quite interested to hear how this subject is viewed.

5
Beluaterra / Use of summon scrolls
« on: December 02, 2013, 10:58:18 AM »
Has there still not been a good pile of scrolls used after each other?
There must be plenty around.

I miss the invasions, but was very excited about the new setting we have now that could still trigger something like an invasion.
Yet i still have to see it coming.

What are the numbers of scrolls on hand now?
I understand that their effectiveness suppose to increase after every scroll used within a certain time frame and specific region(after each other in same region).
What would happen if ~33% of the scrolls at hand would  be used at once in a single region?

6
Roleplaying / The puppet show (Brutus Truimph)
« on: November 04, 2013, 09:39:32 AM »
Brutus enters the gates of Isadril on top of his large black mount Incitatus with his loyal steward close at his side, Captain Confirmus.
His 30 men unit is busy pulling several carts through the gates, loaded with a curious collection.
One could make out from a distance, that the carts are filled with human body parts, heads in particular.
A soldier close to High Marshal Brutus carried a banner with the family colors along side those of Fallangard.
The banner was decorated by chopped off fingers and severed heads, with helmets still on there.
The expression on their faces indicated a violent death, and the helmet it self implied  them to be of high quality Armonian cavalry.
One of the carts seemed to be filled with captured wild boars and long, wooden poles from Enubec with many fine carvings in it, a local custom there.
These where the trophies of war, and from upon entering, all eyes where fixed on the High Marshal and his entourage, indicating a sound victory, people cheered as he came by.
They stop for a bit to deliver a bunch of heads to the gate keeper with the instruction to place it on top of it, for all to see.
As they continued Brutus graciously waved back at the local citizens with a large grin on his face.

"You know Confirmus, i actually enjoy this more then the aftermath of a good peasant mob mopping. To mutilate the survivors and take there precious body parts does not feel as fulfilling as actually riding in the capital with it. The cheers and happy faces , what an attention, and all directed at me."

Brutus seemed to stare at the peasants with a gloomy look, almost as if he was day dreaming, making his grinning look a little more disturbed then normal.

Confirmus chuckled uninterruptedly and just answered with an otherworldly "Yesss...." from time to time, almost constantly rubbing his hands conspicuously.

"Ahh, the sweat taste of victory! Bring the rest of our trophies to the central square, we will give them a proper show. I will have plenty of business to attend to my self, your in charge of the show."

Brutus turned his horse to face his captain.

"Bring them a great one." he said before riding off towards the castle without waiting for an awnser.
Confirmus didn't flinch, but just kept on rubbing his hands, chuckling.
None of Lord Brutus staff even questioned Confirmus abilities, if he was good at anything, it is organizing these kind of activities, or acquiring the material for it.
And within no time, Brutus men are seen building a specially designed stage in the city center, in preparation of a puppet show of the kind no one has ever seen before.

7
Helpline / Ancient Documents
« on: October 29, 2013, 08:17:11 AM »
I noticed this common item can be used, or atleast once the feature is done.

What has been planned for this item?
of what use can it be for Adventurers(or nobles)?

8
East Island / Fallangard
« on: October 26, 2013, 01:32:29 PM »
For all discussions and updates on the realm Fallangard.

As of writing, Fallangard declared war on Armonia and attacked Betholm.

King Edvards declaration:

Quote
Lords, Royals, Rulers, and other Heads of State,

Fallangard declares war on Armonia not out of hatred but out of necessity to feed our people. We are not mad, we are not unreasonable, but in the preservation of feeding our children, we move to garner our place so that our children will live to see days of old. This is not a religious war, nor a war over sour grapes. My people spoke and our effort put forth.


Respectfully,

Edvard Perfect II
King of Fallangard
Royal of Fallangard
Duke of Isadril
Margrave of Isadril

Hopefully it will evolve into an intresting conflict.

9
The Panther Claw Academy is a guild in Fallangard who educates and tests the knowledge of it's nobles.
For new players and inexperienced nobles (honour below 20, max unit below 50) the rank of scout is made, where every noble is taught in the basics of the game and troop leading.
They will be sent ahead of the army to scout and are thus also trained in practice how to responsibly travel from a to b, gather information on the enemy, safely return to the army and fight battles alongside the main army.
Other tasks for scouts is breaking up the infantry line of the enemy in two waves when defending a fort for example, by engaging the enemy outside of the walls, backed by archer fire(depending on unit type chosen).
Once passed for the troop leader exam(a little more advanced knowledge is required here), one can fully join the army as a troop leader responsibly.
Marshals, region lords and other Military leaders are further educated.

The Academy will be mandatory and by taking the test the realm ensures and guarantees quality while offering a quick and efficient introduction and training in the game for noobies.
Those who are experienced in the game basically take one test and gain the rank of troop leader, no further education required.
The lower ranks focus on noobie training, and new players are actively motivated to join the guild where they are helped and guided as much as possible to understand the game while immediately setting and reaching goals, who would otherwise not be there for new players.

Newbie quests have been discussed as a mechanic, i am trying to work it out in game.
Any suggestions and help in any way is very welcome.(that is why i am posting it here)

I am especially looking for your ideas of what exactly a new player should knowing order to handle the game by them selves as at least a troop leader.

I hope to narrow things down as much as possible into clear exam standards and hope to write along side others, many guides for noobies and eventually for higher positions and more complex tasks, like Military leaders and region lords(not necessarily individually).

For more information check out the wiki page.
But most of all, come join Fallangard and the Academy!

http://wiki.battlemaster.org/wiki/Panther_Claw_Academy


10
Feature Requests / Temple specific noble alignment
« on: July 07, 2013, 01:13:50 PM »
Title: Temple specific noble alignment

Details: Currently the building or enlarging of temples is required to cover/house a certain amount of nobles and or peasants. Practicing religion is(was) one of the most important aspects of the religious part of ones life.
If the temples are full one is not able to practice there religion, illustrated in the game by the above explained mechanic.
In the game it actually requires some place of worship for peasants to be in the vicinity for followers to exist.
Same goes for Nobles who have to visit temples or priests to join the faith and depending on the space available (temple space so to say), they can become a member.

What i believe is missing is that such a noble is aligned to the temple he joins, so to say that the spot he takes in the temple space is physically aligned to a specific temple.
This means that no longer everyone can come to one temple, become member there while actually vacating a space made available by a whole other temple.
In large religions like SA people will be able to identify them selves snot only as followers of SA and the holy prophet but also as member of a specific church/temple.
From there, allot of intresting options open up, like assigning priests as a sort of  gaurdian of a specific temple/church and technically open the possibility of schisms (declaring the temple that priests manages/guards to split of from the church, giving other temple guardians of other temples the option to join within the time the schism lasts (for example 3 or 4 days) and split of together.
It could also further focus loyalty/hierachy more on a duchal level, where for example the duke and or margrave with the head of the local temple/church form an interesting combination.

Theres plenty of other options that open up from here that do increase local/duchal identity and sense of individual responsibility.


Benefits: decreases diffused responsibility within religions, makes a single person responsible for a temple, opens up many options that where to complicated before. Creates a more physical and regional consciousness and promotes inter religion and inter realm identification and makes a BM religion less of a chat room and more of a religion.
Lays a foundation for other features to expand the religious feature hierarchical wise.

Possible Exploits: It adds a temple alignment to the already possibly complex hierarchy system of a religion, thus making religion to complex.

11
Feature Requests / Message groups in guilds
« on: June 20, 2013, 02:12:02 PM »
Summary: allow elders of a guild to create message groups within the guild like a ruler can for a realm.

Details:  this will allow councils inside councils, or subgroups of members of a certain rank.
In Fissoa for example where looking for a way to create small regiments within armies of maybe 5 members, these regiments compete with each other for certain rewards and political influence. I can also see ways for religions to have different kind of councils apart from just the elders.

Benefits: more creative posibilities for conducting politics and or creating moreatmosphere and sense of responsibility for individual nobles.

Possible Exploits: none apart from a way around the message group restrictions for a ruler/realm.

Ps i hope this has not been suggested before, in that case: i couldnt find it.

12
Feature Requests / Family origins a bit less random
« on: May 02, 2013, 02:23:19 PM »
Title: Family origins a bit less random

Summary: Make it more likely for a (random) family region to be a more populated region.

Details: More people live in certain regions then others, making it more likely for families to have there origins there, especially for nobles. There for it would be logic to increase the chance of a family region to be a city or a towns land.
Allowing new players to choose between high or low populated regions would make it even more appealing but perhaps more work.
This way the region is randomly picked based on the players preference role play wise.
Some players play a family that would be more logical to have originated from a city others more from a rural region.

Benefits: Give a player a little more control over the role play environment of there own family.

Exploits: no idea. But the question here is how far to go? Allow players to actually pick variables for there family region or simply make the current random selection a bit more towards high populated region.

13
Kleptes is an outlaw from the Bhranthan family and a known criminal in Helhhir, his home region.
He is played as an adventurer but is not keen on traveling.
The man has an uncontrollable desire to steal and drink.
If he has stolen a valuable item he usually drinks its value in ale that same very night if its not already gambled away.
He rarely goes to hunt undead/monsters unless hes got no loot to sell from his robbing, pick pocketing and breaking in(gathering game mechanic).

He is cursed due to the hubristic nature of his father, who challenged a god to a competitive game.
Just like his brothers and sisters, an uncontrollable weakness drives him to most of his behavior.
this is also what caused Kleptes to be banned from the family.
He attempted to kill his mother when confronted with his repetitive stealing.



The local market in Ymer's Fall was well visited at the time Kleptes arived.
He had taken the journey from what he used to call his home in Helhhir by foot.
On the way he had to hunt for plaguing monstrosities that the locals informed him off.
Kleptes isn't a man of the sword, he didn't even have the psychical build for it.
Or at least so did his arched back imply.
He was out of supplies and had no silver to buy his ale.

The hunt had been fruitful and he was on his way to collect his bounties.
But the opportunities that unfolded here on this very market immediately dragged him from his initial mission to the local Master Bailiff.

Kleptes' dark eyes appeared underneath his large bristled eyebrows, twinkling.
He rubbed his fingers against each other as he quickly scanned the market, and then as if deeply enchanted Kleptes moves directly towards his target, the only thing he consciously sees.
It was a well dressed fat citizen.
There is so much fat on this mans bones, he wouldn't even notice if i took his belt.
He thought with a smirk grin on his face.

Skillfully, Kleptes bumped into the rich man and his skinny fingers reaching for the pouch while his other hand swiftly cuts it loose.
within a second it was done and the man looked at Kleptes anoyed for his rude clumsiness.
Kleptes apologized with a grin and disappears before anyone notices.

Hidden in a safe alley, Kleptes inspects his loot.
A beautiful topaz glittered in the sun.
Kleptes grinned from ear to ear with his eyes focused on the precious stone.


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