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Messages - Medron Pryde

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16
I do like the idea of limiting new players to realm of over 10 nobles.

And checking total messages sent in a realm may be a good idea too.  Realms that don't talk much may go off the list of realms that can accept new players.

It would focus new players into realms with more nobles and more activity.

As for the rest...I find it ironic that Nothoi formed two of the realms now considered too small.  Caelint and Angmar both came out of Nothoi back when we all had more players and more ability to expand.  The the banning of Angmar's leader messed them up rather badly.  And Caelint never did expand much beyond being a border realm.  Though they and the equally small Gotland and have certainly created their fair share of chaos for everybody around them.  Hehehe.

I'm not in favoring of roguing nations with other under 10 nobles, but I could be convinced that those of 5 nobles and under should be rogued.  I don't know.  Maybe 10 works too.  I dislike seeing people's hard work go away, but at the same time, I am in favor of getting some focus in players.

Just remember that we don't want to focus everything so tightly that we end up in another situation like the Cagilan/Taran alliance where each nation held sway over massive sections of the continent with no one in a position to deal with them.

17
Development / Re: Angry Peasants - Remove, Keep, or Change?
« on: September 13, 2019, 08:48:30 AM »
I like the idea of peasant armies simply stopping the invading armies from looting.

That is a very innovative idea.

You can loot until they spawn.  Then you have to hunt them down in their woods and their buildings and...well...they may get some of your soldiers while you do it.  Or you can just go to another region.

It would help to keep small raiding parties from being overwhelmed, and it would give people a reason to move around more.

18
Development / Re: Adventurer Subclasses/New abilities
« on: September 13, 2019, 08:43:44 AM »
They already affect gameplay by stopping rogue armies from appearing if they are doing standard clearance work.

I like the idea of allowing them to choose to be a lower level priest.

It would give more people more reasons to be in the religion game, for which there are currently far too few at the moment.

19
Feature Requests / Re: Title System - Achievement System
« on: July 30, 2019, 12:32:18 PM »
I would love to see something like this happen.

20
Development / Re: Retirement
« on: June 23, 2019, 06:41:33 PM »
Maybe have a curve for transferring skills.

At 60 to 80, you get to transfer more skills to the new character.

At 100, the amount starts to drop again.

Incentivizing people to retire before 100.

If this, I would suggest a one month grace period where players could retire their REALLY old characters and get the 60-80 range.  After that, they can still retire and get a boost, just not as much.


And I like the idea of adding a retired characters honor and prestige to the House as a permanent bonus.

That could really work.

21
Feature Requests / Re: Allow Traders to Carry Food
« on: June 23, 2019, 06:34:11 PM »
Well, this may be a Dwilight only problem due to the massive distance between individual regions, but I've seen issues in Dwilight with bankers being unable to buy food from fringe farm regions because they are so far away that they simply can't access the markets out there.

If a banker could physically move to the area and take the food out and return it elsewhere, that could help.

Of course, so could increasing banker's trading range.  And that may be the simpler route.

This is simply one way to address the issues that shortened trading ranges can cause with intra-realm food trade.

22
Feature Requests / Re: Allow Traders to Carry Food
« on: June 14, 2019, 08:14:23 AM »
It could help to get food to regions outside the banker's trading distance.

That alone seems like a good idea to allow it again.

23
BM General Discussion / Hinterlands?
« on: May 23, 2019, 08:15:29 AM »
You keep saying they are in the works, and yet you keep strangling us with further limitations on what we are allowed to do with the regions we have.

When are they going to become a real option to work with?

24
Development / Re: Angry Peasants - Remove, Keep, or Change?
« on: May 17, 2019, 09:42:33 AM »
I like the idea of not having peasants rise up and wipe out trained military units the moment they march into a region.

:)

25
Dwilight / Re: Shameless Astrum Recruitment Thread
« on: May 17, 2019, 09:35:38 AM »
I have added a short description to Astrum for new players to read that I think fairly encapsulates the idea of Astrum.

"Theocratic, martial realm, dedicated to protecting Sanguis Astroism"

:)

26
Feature Requests / Re: Forage Battlefield Improvement
« on: April 08, 2019, 11:44:39 PM »
I like this idea.

Have more effects on small units than large units would mean large units would still lose readiness over time.

I like the random boosts of armor and weapons, especially if you have low stat units.

27
BM General Discussion / Re: Influence
« on: April 08, 2019, 11:41:00 PM »
Recruitment centers show that the noble leaders are concerned with the protection of the realm.  Also job prospects.

Scouts centers and healers would do the same when it comes to jobs.

Temples would show a concern for spiritual health.

Basically, every single building would show a dedication to bettering the lot of the commoners by giving them jobs or opportunities they otherwise would not have.

And that would make neighboring regions look more favorably upon those regions as someone they might want to get closer to.  And by extension, the realm that protects them.

28
BM General Discussion / Re: Influence
« on: April 05, 2019, 12:15:25 PM »
The basic idea as I had it wouldn't help large realms actually.

Well, it COULD depending on how some of the stuff was handled.  But I assume we wouldn't go that way.

And yes, I was assuming we would use the existing sympathy/loyalty stats for this that regions already have.

The most basic look at my idea would be to say that every region looks at the regions around it to see what they are like.

Region A borders two regions.  Region A is rogue.
Region B belongs to Realm 1.  It has recruitment centers, a granary, a scouts guild, a large temple, and numerous shrines.
Region C belongs to Realm 2.  It has a single recruitment center and one shrine.

Region B is pretty nice, so Region A's sympathy for Realm 1 goes up, increasing the chance of them automatically choosing to join Realm 1.

Now Realm 1 and Realm 2 have been at war for a while, and there have been several battles in Region A.  Realm 2 has won most of those battles, which increases their sympathy towards Realm 2.  But there's been a lot of devastation caused by these fights, reducing the sympathy held for BOTH nations.

Now add Region D to the mix, belonging to Realm 3.  It is a townsland with a marketplace, several recruitment centers, several granaries, a massive temple, and multiple shrines.  Realm 3 has not been fighting in Region A.  They are profoundly neutral and have done nothing at all to hurt the people of Region A.  They in fact look like a calm in the storm that is battering Region A from both sides.  They are scoring a perfect 10 on the sympathy rating.  Region A is desperate from some peace and quiet and nobody is giving it to them, the RNG rolls high at the turn change, and they join Realm 3 in hopes that the nice guys will protect them from both of the other nasty bad guys.

Which leaves Realm 3 in the position of having to decide if they want to get involved in the fight, or leave Realm 1 and 2 to plow each other over Region A.  Or force them to take a different route in their fighting.

29
BM General Discussion / Influence
« on: April 03, 2019, 09:20:39 AM »
In the games of Civilization, there is something called "influence."  The more really cool statues and temples and cultural things you build, the greater your culture looks to others and the further the reach of your culture extends.  To the point that you can surround a foreign city with your own cities until they decide to join you of their own accord.  No fighting necessary.

We will soon be entering a stage of BattleMaster's history when we will have "Hinterlands" or something like that, all part of a nation without having a lord.  And they won't count against the noble limit so recently imposed.  They will be easier to conquer and all that, but taking them will still be an act of war.

What if we had..."influence" poring out of every realm that would encourage non-aligned regions to join nearby realms as "hinterlands" on their own?  No massive takeover armies needed.  Oh...still useful and something that happens of course.  But in addition to that.  Every region keeps stats of what they think about nations.  Maybe they gravitate towards joining the nations they like the most?  Modified by distance and stuff like of course.  They'd be less likely to join a nation that recently looted them for instance.  And having courtiers do work in that area would stabilize their control so they wouldn't flip easily.  But what would you think of an idea like that?

Every single building we build in a region could increase the cultural influence of that region.  Granaries would show that we care about feeding people.  Training centers would should we care about physical security.  Temples and shrines would show we care about their spiritual security.  Imagine every single building in a region added together to give it a cultural influence rating that could increase or decrease a nearby region's willingness to join or be part of a nation.

It would give nobles another reason to invest in their region.

And it would provide an interesting new dynamic to the game.  Another way for players to compete with each other.  Imagine the competition for capitals over who has the most influence over nearby areas.  Another stat for empires to measure against others.  A crowing point that would factor in everything built up in a nation.

Imagine if winning battles increased your cultural influence.  Or losing battles reduced it.  Maybe even something as simple as having adventurers wandering around and hunting monsters and undead could give that influence score a boost.  People would talk about the rumors of battles in the distance, or the adventurer who walked out of the nearby capital to save little Suzie from that band of undead that used to be her family.  Of course they'd also remember that some rich noble came by and stole all their gold and killed off that entire village over by the river crossing.  They would remember the festival that took place a week ago.  And the jousting and swordsmanship competition that brought nobles from across the continent a month ago.  And EVERYBODY remembers the name of the noble who won that competition, and the realm he went home to.

Everything members of our realm did would increase or decrease the cultural influence of a nation.  Everything we built would influence it.  Distance would influence it.  Who cares about the capital a thousand miles away?  But everybody cares about the big city a hundred miles away full of market places, training centers, and home to the giant temple that little Suzie's mother and father got married in.

Now this may not be easy to code at all.  But I put this out for discussion here to see what other players thought of the idea.

Would something like this be fun for you all to play with in this game?

I know I personally LOVED playing that game in Civilization.  And I think it would make for a very cool competition between players that wouldn't include going out and trying to bash each other's virtual skulls in.

What do you think?

30
Beluaterra / Re: Sacred Obia'Syela
« on: April 03, 2019, 03:16:33 AM »
She does appear to have plans.  :)

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