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Messages - Zakky

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Development / Re: Rebalancing regions
« on: May 21, 2019, 05:38:23 AM »
I believe this was denied multiple times.

Feature Requests / Different Colored Numbers for Region/Noble Limit
« on: May 18, 2019, 01:27:22 AM »
Title: Different Colored Numbers for Region/Noble Limit

Summary: If a realm on the realm list is above the current region/noble limit, then the realm's region count number shows up in green. If it is at the max number then white, but if it is under the limit then red.

Details: With the limit number changing every few months, it would help people understand what position their realm is in in terms of region/noble limit.

Benefits: Don't have to look up to see what the current limit is for those who don't bother checking announcements.

Possible Downsides/Exploits: None.

Development / Re: Angry Peasants - Remove, Keep, or Change?
« on: May 11, 2019, 01:58:52 AM »
I think you are underestimating how heavily guarded army supplies are.

But if it is only affecting provisions, I doubt people will care much about this. Just a minor annoyance which you can deal with by looting for food.

As for looting, I think there should be some big difference between lenient, normal and strict.

Lenient granting a huge morale boost + doing unwanted damage.

Maybe there should be an option for TLs to decide how they want to punish their own men as well. Execute arsonists or something XD.

Development / Re: Angry Peasants - Remove, Keep, or Change?
« on: May 10, 2019, 11:19:03 PM »
I dislike auto popping angry peasants from entering a region. You can literally just walk across your enemy region without looting and devastate those regions automatically. Don't even need to loot.

instead of angry peasants as a combat unit fighting them have angry peasants slow unit travel - This will make defenders who are already advantageous even better at defending. Remember, BM is a game where defenders already have an easy time defending. Not sure making it even more difficult want people to fight more often.

reduce unit morale - It is already annoying enough to fight outside of your own realm. I am against this idea. If this gets implemented, looting should increase your morale in return.

maybe even steal supplies - This implies that peasants are even allowed to be near any army. Have you ever approached an army base before?

East Island / Re: Sydgard
« on: April 29, 2019, 12:28:31 AM »
Really? Interesting. If Redhaven stays boring, I might travel south to join this Sydgard.

Feature Requests / Embark Simplification
« on: April 17, 2019, 04:53:19 AM »
Title: Embark Simplification

Summary: At the moment, the embark feature is somewhat inconsistent. It allows you to embark with low morale and no provision in some cases while you can't in other cases.

Details: Simplify it so you only need gold and hours to embark. It already lowers morale and damages your equipment every time you embark. Not to mention possible loss of men when you land due to defenders. Not to mention the fact that the definition of low morale is really vague. Won't allow units to embark even at 80% morale.

Benefits: More straightforward and easier to use. Also, it will make the feature more consistent. BM already has enough features that have weird and unseen restrictions.

Possible Downsides/Exploits: None.

Feature Requests / Forage Battlefield Improvement
« on: April 06, 2019, 11:25:10 PM »
Title: Forage Battlefield Improvement

Summary: Forage Battlefield is a pretty underwhelming feature. Improving it a bit should make it worth it. At the moment, it only repairs around a couple percentage points of damaged equipment.

Details: Foraging the field can result you in three outcomes.
1) Repair damaged equipment. It is determined by three factors.
-How damaged your equipment is
-How big the battle was (Bigger the battle, more stuff you can find)
-Unit Size (Smaller the unit, easier to find stuff to repair your whole unit with, thus more % being repaired)
Result: If you survived a huge battle with a small unit with high equipment damage, you may even be able to replace most of your damaged equipment with something better. In some cases, you may even reduce 80% equipment damage to 10%.

**Special: Maybe when your unit equipment stat is too low, they can find better equipment which leads to increase in stat increase for equipment.

2) Men get paid. Your men go around to search dead corpses. They find enough gold to pay themselves. It could result in few outcomes.
-Your men get paid and maybe even more which leads to morale+cohesion increase
-Your men found enemies who were pretending to be dead. A fight follows which results in your men coming out unscathed/injured/killed. Depending on the outcome they gain morale/lose morale/lose morale and men

3) Your men find a cart full of food. It leads to two outcomes.
-Your men fill their provisions
-If your provision is already full, your men fill their stomach full of food which leads to morale+cohesion boost.

Benefits: Making Forage more interesting and worthwhile. Increases generally staying power for an army since they can sustain themselves longer.

Possible Downsides/Exploits: This could potentially allow an army that was already winning to steamroll as they will be less affected by usual issues that plague armies from staying on the field longer than a week or two.

Feature Requests / Simplification of Guild/Religion Titles
« on: April 04, 2019, 12:42:12 AM »
Title: Simplification of Guild/Religion Titles

Summary: Display titles that are relevant.

Details: When you are talking to your other guild members, hide all but the guild title. When you are talking to your other faithfuls, hide all but the religious title.

Benefits: Less titles. People will address more around your guild/religious title than your other titles

Possible Downsides/Exploits: Some may want to know if they are talking to a king, a duke, or a lord etc.

BM General Discussion / Re: Influence
« on: April 03, 2019, 09:55:31 AM »
BM is not civilization. Culture is something players will have to create themselves not game mechanics.

However, I feel there should be something to encourage people to create more unique cultures in the game. The game used to have many unique cultures but it feels like for the past 5 years or so, many realms in the game are pretty much the same except a couple.

To allow this, I think the game should really integrate how religions work. The game should allow religious holidays which are chosen by different religions. Allowing different religions to choose different days as their holidays will change how each realm celebrate their culture. The game even has a system that tracks seasons. We can use that to implement this. If there are two religions called "Sun Lovers" and "Moon Lovers", they can choose up to 7 days (BM days) to be their holidays. They can even choose if those days will be separated or be combined to form a long festival.

Each lord can either allow religious holidays in three levels.
1st - Allow all religious holidays. This option will make the region celebrate religious holidays of all religions that influence the region. Depending on the ratio of people in each religion, region production will fall but morale will be boosted.

ex) Region X has 10,000 pop. 2000 are Sun Lovers and 6000 are Moon lovers. The remaining 2000 are pagans. Pagans don't have holidays so they don't celebrate anything. on Sun Lovers' holidays, X's production falls to 80% but morale and loyalty will rise by 20%. While production returns to 100% after the holidays end, morale and loyalty will stay for a few days. They will decrease over time. Same goes for Moon Lovers. 60% production will fall while 60% morale and loyalty will rise.

2nd - Allow the Lord's religion's holidays. The lord is a Sun Lover and only Sun Lovers' holidays are celebrated. This will make Moon Lovers rather unhappy. Pagans of course don't care.

ex) On Sun Lovers' holidays(SLH), Moon Lovers will be displeased. Depending on luck, anywhere from 0~25% of them will be unhappy. Since there are 6,000/1,0000 Moon Lovers in the region, on SLHs, instead of gaining 20% morale and loyalty boost, the region will gain anywhere from 5~20%. When 25% of Moon Lovers are unhappy, the region will only gain 5% while when 0% are  unhappy, the region will gain full 20% boost.

3rd - Disallow holidays. If the region is majorly pagan, this won't affect anything. However, if the people mostly believe in one religion, this will make them quite unhappy.

On holidays, filling kegs is free if it is being held in a region with a marketplace.

Maybe religions can declare saints from a list of dead characters to name their holidays after.

Wouldn't mind seeing something akin to wonders. I think each realm should build something that represents them or differentiates them from other realms. Also, to show off to other realms what they can build. But this should be a long term project which requires combined efforts of all its members. Once built, you get an announcement across the continent with some realm wide stat boost to celebrate.

Feature Requests / Re: Training Center Militias
« on: March 26, 2019, 08:27:31 PM »
I think the problem with that idea is that in BattleMaster terms, that is what militias are. They're perfectly ordinary units, of regularly-trained soldiers, that happen to have been left in the region (or originally recruited into the region) as guards.

I'm definitely interested in the idea of having militia in the game that are more like what we would actually refer to as "militia" in the real world during the period, but I don't have anything very specific in mind yet.

Well if you want something more complicated, we could utilize that regional economy page we used to have.

When you call militias, rural regions will mostly gather peasant militias who are melee with very little training. badlands, woodlands, and mountains can used hunters as militias so they'd get nice archer militias but due to those regions mostly lacking population, you won't get many militias.

Finding the fine line between making militias matter and making people less reliant on militias as their primary defense is hard. For years, people mainly used militias as the primary defense against their enemies but how do you design a system which can account for BM's overall lack of players? Can you make a militia system that can react to the number of nobles on each continent so when there are less players there will also be less militias? While grows back up when we get more nobles?

Title: Make max number of purchasable paraphernalia available

Summary: At the moment, this information is hidden. No harm in showing this information while showing the information can be very useful.

Details: Just like RCs, make max purchasable number available. ex) 30/60 healers,scouts,SEs etc

Benefits: You know how many paraphernalia each city can hold.

Possible Downsides/Exploits: None.

Feature Requests / Re: Tournament Region Stat Boost
« on: March 24, 2019, 12:32:22 AM »
Already true.

Oh I didn't know that XD. Probably because I've only hosted a tournament once and didn't really check the stats while I was holding it. Good to know.

Feature Requests / Current Capability: Tournament Region Stat Boost
« on: March 23, 2019, 11:55:35 PM »
Title: Tournament Region Stat Boost

Summary: Holding a tournament boosts the stats of the region that is hosting the tournament. Since nobles are visiting the region from across the continent, it would work like tourism. More nobles in the same place would encourage more spending which in return help the local economy.

Details: Depending on the number of participants, the region gets production and morale boost for the duration of the tournament and maybe additional few days afterward

Benefits: Will encourage people to host tournaments more often. Since the region stat boost depends on the number of participants, that will encourage people to make their tournaments more attractive by increasing the prize pool.

Possible Downsides/Exploits: People might host too many tournaments.

Feature Requests / More Honour and Prestige gain from Tournament
« on: March 21, 2019, 06:35:49 AM »
Title: More Honour and Prestige gain from Tournament

Summary: At the moment, it doesn't really feel that rewarding to attend a tournament. It is just a nice place to train for free for a few turns. For a feature that is protected by IR, it is pretty underwhelming. Not to mention how rare it is these days to see one.

Details: Increase Honour and Prestige gain from advancing rounds and winning the tournament by a lot.
For attending, you gain 1 honour and 1 prestige. If the tournament you are attending has both swordfighting and jousting events, then you gain 2 honour and 2 prestige instead (maybe call it a grand tournament or something to differentiate).
For winning each round, you gain 1 honor. For reaching the semi-final and the final, you gain 1 prestige each. The winner gains 3 honour and 3 prestige for winning on top of it all.

So for example, the most recent tournament which happened in Itorunt would grant Hyunae 1+6+3 =10 honour (1 for attending, 6 for reaching 6 rounds, and 3 for winning the tournament) and 1+2+3 = 6 prestige (1 for attending, 2 for reaching semi final and final, and 3 for winning the tournament).

Benefits: Make attending tournaments more attractive - outside the purpose of some monetary gain. Also, an easy way for newer knights to gain honor and prestige while making it worth something even for older characters.

Possible Downsides/Exploits: Not that I can think of.

Feature Requests / Re: Training Center Militias
« on: March 20, 2019, 07:26:25 PM »
I've got some thoughts kind of like this for defense of regions. This particular idea I suspect would prove too confusing and frustrating for Lords ("Stop recruiting my militia, I'm going to lose my region!"), but I like the general thrust of it.

I was thinking something along the line of dedicating your existing RCs as militia.

This will make recruits of that RC become militia units while disabling dedicated RCs from the list of possible RCs where people can recruit from. So for players who want to recruit from those RCs, they will simply see not available or greyed out.

Recruits will directly become militias of the region. The region will have to pay them weekly like now. Each RC will generate 4 units (existing recruits divided by 4 - lv4 RC will generate 4 units of 50 men - depending on how you want to limit things, you can even put conversion rate such as only 80% of recruits being converted into militias etc for future balance). While RC is dedicated, RC will not be filled. Can't turn back into a normal RC for a month.

This of course will disable the current system of dropping your unit as militia since it doesn't rely on your units to become militias anymore. And also will disable being able to recruit from surrounding regions part as well. This will give a reason for even rural regions to have more RCs. To counter balance all the downsides of only being able to recruit militias from existing RCs, you can either drop the cost of building multiple RCs or you can allow even rural regions to have lv3 etc.

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