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Messages - Zakky

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31
Sounds like the game lacks incentives for people to strive for personal gains.

There is not much to gain by being evil or selfish in this game unfortunately. After the game doesn't really support the feudal hierarchy. It is pretty centralized.

32
I think you should add a bit more for realms staying under the 1/3 total noble limit.

You can probably combine this with the hinterland idea. Giving those staying under the limit ability to travel faster within the allied territory.

Giving incentives to stay under the limit can probably be called 'highly cohesive' state of alliance.

Quote
Alliances can specify a variety of levels of support: for instance, whether members will aid each other in combat only in defense within member realms, defending in neutral territory, defending in enemy territory, or even joining in to attack together.

We can probably apply the same concept here as well.

defending in member realms - low cohesion (Realms with >30% of total noble count)
defending in neutral territory + defending in enemy territory - high cohesion (Realms with <30%)

If people even under the new system choose to form a mega alliance, it might be a good idea to add some extreme stuff like allowing realms staying in the highly cohesive state to cash bonds in any city within the alliance.

33
Let's be clear here. This game was never designed to be what it is today. That is the first failure of the game. It had no goal in mind. Although it is called 'battlemaster', battle and war are this game's weakest points. Not to mention this game built around the idea of never letting anyone win by conquest. So if you want to conquer the whole continent, you are looking at a wrong game. This is a light-weight war game with more focus on roleplaying.

I don't see risk aversion as a bad thing. If you lack that you will see wars constantly. Wars are very tiring in this game because only a handful of people do all the work due to how it is designed.

The biggest issue with this game is the fact that there isn't much to fight over. Most wars in this game starts with one realm going nuts(for the sake of making the game more interesting in many cases), others ally up to fight the realm that started the war. Why would any sane player want to start one if the player knows that others will just gang up on the player's realm? The reward simply doesn't outweigh the risk. It takes months or even years to become a ruler and some people want you to throw all that way just to make the game 'interesting'. Those who did it ended up expressing their frustrations at the end. It might have been fun at the beginning but once the gangbang starts it isn't so fun anymore.

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As for limits on the realm size, well back around 2010ish, there was no limit on how large you could get. You could see realms with 36 or so regions. To be honest, I really don't see the problem with this. I don't even know why we are limiting realm size by density. Just limiting new realm creation with 15 nobles in a duchy would have been good enough along with the lowered base tax limit. Why? Because you can only move 1 region per turn in this game at most. Meaning if your realm gets too large and you are bordering multiple realms, you can't defend all your border regions. In some cases, it might take you 4~5 days just to reach the outer edge of your vast realm. While you are defending one side, enemies could hit you from the opposing end. Big realms back then quickly lost their border regions when a war started because those regions were quickly looted to the ground. You simply did not have the time to sit and TO those regions back. Sooner or later you will reach the natural maximum size due to distance even without all the limits we have. That is probably why the hinterland idea is being worked on. That should probably change how we conduct war in this game.

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@BarticaBoat
I think at one point there was an idea going around about limiting how many units can be in a row depending on which region you were in. With mountain regions limiting the most. Not sure what happened to that idea. I think the simplest approach would be to add damage modifiers to all the region types. Maybe in mountain regions, cavalry and ranged will only do 30% damage. In rural regions, cavalry will do 200% etc.

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For years we've been told to encourage others to do something rather than forcing them. I hope we get the same thing from all the coming features. I hope we get incentives rather than limits.

34
Feature Requests / Re: Distance Penalties
« on: May 18, 2020, 07:24:06 PM »
Gotta make alliances temporary. It should only last 3 months at most. If they still want to stay allied, then re-ally. If they want a realm to be a permanent buddy of theirs, form a federation.

35
Feature Requests / Re: Additional Vote Counting Systems
« on: May 11, 2020, 05:29:39 PM »
Quite interesting. I actually really like this idea. In some aspect, it reminds me of those weighted vote systems.

36
BM General Discussion / Re: OOC power-gaming???
« on: May 10, 2020, 12:37:45 AM »
The new rules are to prevent realms that are not allied from acting together.

If one alliance is going after Thalmarkin that is fine. But when that alliance + realms that are at peace or neutral with are joining forces to bash on one realm, then no.

37
BM General Discussion / Re: Prophet Fame Points
« on: May 07, 2020, 08:11:44 PM »
Having 3 priests isn't one I think. I had 3 priests in my religion and it did not give me those sweet points.  :'(

38
Helpline / Re: Secession
« on: May 07, 2020, 09:44:47 AM »
That is not entirely correct. You don't need 15 nobles in a city. You need 15 nobles in a duchy that has a city to form a new realm.

You used to not have this restriction. It was added to reduce the number of realms since we had too many small realms that were inactive and semi-dead.

39
Summary: Unlike duels, training match results are not sent to people in the same region. People being able to see the result of a training match may give people who have nothing to RP with something to talk about.
Details: Like duels, send the result of a training match to everyone in the region
Benefits: A small event for people to write an RP about (they can RP like they spectated the match). May help some inactive realms to be a bit more active.
Possible Downsides or Exploits: Don't really see one except having another message or two showing up on the message box.

40
Development / Family Home Overhaul and other changes
« on: April 26, 2020, 01:38:50 AM »
Some ideas to overhaul how the current family home works and other small changes. Just brainstorming for now before actually making a feature request.

Family gold can only be used directly to improve your family home. No more investment to boost your region, or more gold to start with etc

Your family home can be improved using the family gold but you must choose what kind of family home you want.

A) Militaristic family
1. Subsidize military expenses: your family will cover a portion of your military expenditure (depending on the level of upgrade, it will vary from 10% up to 30%. Subsidize cost will be subtracted from your family gold. If your coffer dries up, you will have to pay the full price)(Progression: 10-15-20-25-30)(Cost: 250 gold, 500 gold, 1000 gold, 2000 gold, 4000 gold)
2. Reinforce troops: every month, your family will spend a bit of gold to help you maintain your unit size by sending some of the soldiers they hired. (Similar to pick up volunteers. Will send between 10~20 men depending on your unit size. More men you have, less they will send)(Progression: 5-8-12-15-20)(Cost: 250 gold, 500 gold, 1000 gold, 2000 gold, 4000 gold)
3. Better Equipment: every month, your unit's weapon or armour or both will improve by a fixed number. (1% weapon or armour or both)(weapon only: 3000, armor only:3000)
4. Tutor: every month, one of the following skills will improve by 1%: swordfighting, jousting, infiltration (basic: 1000 gold, intermediate: 2000 gold, expert: 4000 gold, master: 8000 gold)

B) Merchant family
1. Regional Stat Boost: Your family sends merchants/courtiers to help you with your finances (improves your region's production by a fixed amount. if your knights are also using this, the effect diminishes. The region's production/morale/sympathy cannot be improved beyond 110% regardless of the number of merchants/courtiers working for the region)
2. Family Support: Your family will send gold to you if your family home is on the same continent. The amount received will vary depending on your income level. (ex = if you received more than 300 gold, your family will at most send 100 gold. However, if your income is only 50 gold, your family will send 250 etc)
3. Tutor: every month, one of the following skills will improve by 1%: bureaucracy, oratory, leadership

**A character has to choose which bonus they wish to use. 1 per character. Meaning if a character is already subsidizing military expenses, the character can't get the tutor bonus.

Other changes:
ransom payment change: government members can pay for other captured government members. dukes can pay for lords. lords for knights. families can also pay for their nobles to be released faster. All captured nobles get released after 4 days and will automatically pay the ransom from their family gold. Ransom will be based on position, honour, prestige and age instead of the amount of gold a character has.

Family home can be moved as many times as you want. However, you need to earn a relocation token. You can earn it through retiring an old character(50+ age) or having a character killed as a hero(or when the mortality button gets added, you earn it when a character dies from having the button activated)

Religion: Can now also collect taxes from peasants from regions where they have a temple to support the temples without the direct contribution from nobles. Families can also donate to religions.

Loot Family homes: Looting family homes in an enemy region can cause damage to their homes. Can also collect coins or other valuable goods from them(unique items perhaps)

Display unique items in family home: Can attract visitors which can generate a small profit to fill up the family coffer. Will stop the unique item from degradation.

Earning Family gold: You can send a portion of your tax gold to your family. You can no longer send the gold you have directly to your family.

41
Questions & Answers / Re: Graphic RP Feedback Thread
« on: April 25, 2020, 07:13:41 AM »
So will we have some kind of adult/child option in our account page?

42
Feature Requests / Re: Relics for Temples
« on: April 25, 2020, 07:12:38 AM »
Maybe unique items designated as relics stop caring about durability but must be stored in a temple? Maybe nobles who don't believe in the religion can loot the temple and steal it or something.

43
Either do it the way Abstract Logic mentioned or when you capture a noble, turn the unit into gold(based on the unit's worth) and give it to the unit that captured the noble maybe?

44
Broadly speaking, I approve of this idea. The precise details of how large a battle would result in how much honour and prestige would have to be carefully fine-tuned, but raising the honour & prestige gain floor based on the size of the battle is definitely a worthwhile idea.

Maybe instead of making huge battles based on size of units or CS, you should consider it being decided by # of nobles participating in the battle? That way we can also avoid getting notifications about large battles against undeads all the time on Dwilight too  ;)

45
No need to lose morale and prestige for that. The case described by PolarRaven sounds too error prone.

If you come across peasants or small rogue units, you will lose honour and prestige. What about constantly tossing your men to an enemy army? You can crush your enemy's honour and prestige rather quickly that way.

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