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Messages - Alpha

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226
Feature Requests / Re: Lower the rate at which unique items degrade
« on: March 08, 2011, 06:02:02 PM »
Ah that may be it. I just have  a 2+ item now. Its condition went down fast. I had it repaired, and by the time I got it back it was only slightly better than before.


My character on Dwilight has consistently held on to 2-3 items at the same time. He's only ever lost any due to getting wounded. If you can find a skilled advy with lots of items on hand, then you pretty much have a private repair shop on hand.

On a side note, do items degrade more slowly as they gain prestige, or is it random? My +7 item decays much much slower than my +2 item.

227
Feature Requests / Lower the rate at which unique items degrade
« on: March 08, 2011, 05:27:42 PM »
I'd like unique items either degrade more slowly, or see a more reliable way to repair them. Currently, they are more trouble than they are worth. With no reliable way to repair the items, one can very well lose it while trying to repair. It's safe to assume that UIs are not actually magic, since BM is a low fantasy game, and therefore should be repairable by conventional means. Though, not by common smiths that toil on the items of peasants and soldiers.

I'd prefer that adventurers still be used for the repairs. Perhaps allow UIs to be repaired by high cost of gold, or by having the required materials. Make it so only adventurers may find people capable of the repairs( due to it be improper for nobles to associate  with wizards/sages).

If UIs had a longer life, more RPing could be done about them. Could allow for infiltrators to steal more valuable items, for them to be lost in battle and be found by someone foraging the field, or for an item to be passed down from x to x(holder to holder of a position).

228
Background / Re: Noble clothing
« on: March 08, 2011, 04:18:28 PM »
Alpha is usually finely dressed. Fur cloak, silk underclothes, waistcoat, breeches, and typically a small ornate sword. For battle, typically heavy steel plate. Armed with sword and shield. Generally uses small weapons since I've RPed him to be like five and half feet tall.

Ulear is similarly dressed. Wears lighter armor due to be of lighter frame, and somewhat taller.

Terivus is dressed as being robed with a leather tunic below. The lightest, and tallest of the three. Doesn't wear plate due to lack of mobility.

229
Other Games / Re: Mount and Blade (Warband)
« on: March 05, 2011, 11:24:27 PM »
For anyone playing on steam, I'd recommend downloading the client from the M&B website and inputing your steam key code. Through steam my game was nearly unplayable, and since I haven't had a single problem.

230
Other Games / Re: Dwarf Fortress
« on: March 05, 2011, 11:11:01 PM »
My first "successful" fortress ended in failure after a population of about 70 dwarves.  My weaponsmith/axedwarf took a mood, which ended with the dwarf killing 3 others, and all my fortress' dogs. That was a setback. I didn't know about burial though, and the main crafting level of my fortress was infected with miasma. And I thought I was doing so well.

231
Feature Requests / Re: Ability to move militia
« on: March 05, 2011, 11:03:01 PM »
What I proposed couldn't be used as a mobile force due to the penalties to CS and movement speed. The only use to be to save valuable units from being decommissioned, or languishing in the capital.


232
Development / Re: New Player Retention
« on: March 05, 2011, 10:52:34 PM »
I'd be in favor of removing the mentor class entirely, and replacing with the ability for anyone, after a certain account age, to become a mentor without losing a class choice. I tried the mentor class for sometime, but found it to be dreadfully boring. Not at all worth giving up another class. If any character could do it without penalty then one would likely see more active mentors.

Allow a small prestige bonus for new nobles who choose a mentor, and additional small bonuses(prestige or skill increases) for those who receive good marks from their mentors. For the mentor, all the current ability to write a book after a certain number of students.

233
Feature Requests / Ability to move militia
« on: March 05, 2011, 10:38:00 PM »
Currently the only way to move militia is to rely on unreliable assignment of units to nobles then regarrisoning them as militia.

I'd like to see the ability to transfer militia in a way similar to how ox carts, and trade offers, currently work.  Travel times would be lower than any unit commanded by a noble, and while moving the militia units would have a vastly lower CS.


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