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Messages - pcw27

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946
Development / Re: Yeomen
« on: December 27, 2011, 08:05:36 AM »
It would be nice to have more options to the common ones and interact them with the game as a whole.  I played several adventurers, and after getting 3 recommendations or selling high an item, you don't have much to do. The hunt of rogue become odd and boring, and I just deleted them after 2-3 months of play.

For me, this Yeomen can be something useful (but only if they do not get too much gold - they should get silver, instead). Something linked with religions can be useful, too, as both, the commons and the religious games need boosts. We could have several changes, as a warrior man-at-arms class, a thief, etc, but we just can't forget that BM is a game for nobles, and the peasants only do the low colors of the acts.

True, although some of the things that nobles do in game were actually considered unfitting for a noble. Being a Merchant, at least initially was beneath them, it was very much the domain of the Yeomen. In their time real wealth wasn't in gold it was in land, Merchants were upsetting the status quo.

947
Helpline / Total Nobles
« on: December 25, 2011, 05:43:27 AM »
Do adventurers that become nobles count towards maximum nobles. I'm asking both in general and for a game world.

Like if I have one noble and one adventurer in Dwilight, will the adventurer be prevented from gaining nobility if he/she has three recommendations?

948
Development / Re: Takeover Feedback, please!
« on: December 25, 2011, 05:35:42 AM »
I understand, and I'm not trying to be mean, it's just the thread asked for feedback that's how I feel at the moment.

949
Development / Re: Nerf the Academy
« on: December 25, 2011, 05:24:00 AM »
Hm, what about academies providing paraphernalia in the form of personal instructors rather than just training? They'd of course be expensive to maintain but it wouldn't lock people who want to train to the cities anymore. So it'd be more realistic and more fun. :)

There's an interesting idea.

950
Development / Re: Bring back old dynamic map
« on: December 25, 2011, 05:09:36 AM »
Also what's with the "geography" option. It seems to just display a different but similar map.

951
Development / Re: Yeomen
« on: December 25, 2011, 04:56:47 AM »
The dev team has added new options for adventurers in the past. The equipment for example is an entirely new feature.

1% of an estate would hardly give them the same benefits as a noble.

1% of a region income is 7 gold a week in most cases. And if additional taxes are in play that can be cut down as much as seems reasonable. 7 gold a week hardly gives you the same resources as a noble. This by no means will mean you can start fielding a unit and fighting in battles. At the very least I don't think it's unreasonable to have the option to buy a cottage and be able to sleep for free in a given region.

Yeomen were a key part of Medieval society and their presence had a huge impact on how the nobility did business. This alteration wouldn't just give adventurers more to do, it would give nobles more to do. Suppose you're 30 gold short on your unit's upkeep, instead of having to beg your lord for more gold you can lease 1% of your land to an adventurer.

Of course this creates new role-play opportunities. The local knights might get a bit annoyed when they learn there's a commoner on their land earning as much gold as they do through several savy business actions. They could go out of their way to attack this man, or maybe even ask the judge to seize his lands. This would give realm judges more to do (I've always thought that position would suffer from too small a case load).

952
Development / Re: Takeover Feedback, please!
« on: December 24, 2011, 10:37:50 PM »
I'm not saying it isn't potentially better, I'm saying there's a fine line between a slight inconvenience and a broken feature. A lot of those problems could have been fixed without changing the whole system, and I'd argue that not all of them needed to be fixed.

The fact that it took months upon months for a region to grow population was a broken feature, especially on Dwilight where most rogue regions had only a handful of people.

I never thought of the old estate system as "broken". I'll admit the new one has certain advantages, but it came at quite a price given how many bugs it spawned.

I really prefer when they ad completely new features, especially ones that let newer players have something more to do then sit at the capital and wait for orders. Adding Stewards was a great idea, that's the kind of  updates I'd like to see.

953
Development / Re: Nerf the Academy
« on: December 24, 2011, 09:24:12 PM »
Sorry if this has been brought up already.

The problem as I see it is real medieval nobles didn't have to travel all the way to the nearest city to get a good training session in. They'd have private instructors and sparing partners as part of their entourage. We don't role-play the expenses of scribes and other servants, we just assume they're negligible compared to the wealth of a noble or that they're serfs anyway.

I can see how the academy might have "the best swordsmen in the lands" to get a noble the best training money can buy, but it should be possible to gain something by training with your personal instructor as well.

I think a minor skill boost when you train with your men is a great idea. That way people can improve their sword fighting and jousting skills without having to mill around a city for months on end.

Also why don't they ad an archery skill?

954
Development / Yeomen
« on: December 24, 2011, 09:14:32 PM »
After studying a bit of medieval history I came up with an idea for a new rank for adventurers, the Yeomen.

After becoming a Freemen an adventurer can turn in one recommendation to become a yeomen (afterwards they'd still need three more to become nobles). Being a Yeomen would ad the ability to own land, not great estates like a noble, but something like a small farm or inn. A Yeomen's land would account for 1-3% of a region's production. A lord or knight is free to sell or lease this parcel to a Yeomen for an agreed upon amount of gold. A Yeomen can have as many of these small estates as he or she can afford to buy in as many different regions as there are sellers.

The Yeomen gets two advantages from owning this property. First he/she can sleep there for free, in a rural or wilderness region it counts as a "primitive room". In a city it counts as a "private room". Second he/she profits from the region's production. This represents whatever productivity occurs on said land, be it rooms rented at an inn, goods made in a factory or food harvested. The exact amount might vary and various taxes by the knight, lord or ruler might apply.

Either way this gives the Adventurer more to do and creates new opportunities for in game economics and roleplay.

Also with the new economic system it's common for people to have 1 or 2% estates lieing around that aren't worth resizing estates to deal with.

955
Development / Re: Feature request: "Fame points for realms"
« on: December 24, 2011, 08:52:38 PM »
Maybe these should be separated into Fame and Infamy points. Things that a realm would tend to be proud of "large army, good fortifications, lots of gold" can ad fame, while things which would make a realm generally look bad "several rebellions, being hated by several realms" would ad Infamy. Both are displayed as separate numbers (infamy isn't subtracted from fame).

956
Development / Re: Takeover Feedback, please!
« on: December 24, 2011, 08:46:55 PM »
To be perfectly blunt, I think BM should adopt the old adage, "If it isn't broken don't try to fix it".

The old estate system seemed fine to me. After the change we had tons of bugs going on which had a very negative impact on the game.

I didn't see anything wrong with the old takeover system and I never heard a single person complain about it in the four years I've been playing. Who knows what's going to go wrong now.

Instead of focusing on revamping old systems that work fine why not develop new ones to expand on aspects of the game that have limited possibilities.

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