I must say you will call me a spammer, but, after days thinking, I come to the forum to write all my ideas
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For me, it is the time to create some Paraphernalia:
1) treasure chartWhat it will do?The treasure chart will be a way to nobles prevent their unique items to crash so fast. With this paraphernalia, the noble will, literally, put his unique item on the chest, and transport it.
Why the develop team should make it?Since the last change about sages, it become harder and harder to mantain the unique items. Many players started to complain about how their items became difficult to repair, and a lot of them just started to do not repair, thinking it is easier to buy a new one than to repair the older.
I must say, I do believe that the develop team made the changes to make it hard: unique items are only used to rise your honour and prestige, and, after sometime playing, the easy way to do that, but, for me, the blow came harder than enough.
These days, you must have much gold to repair one item, and some luck. The first, to pay the adventurer and the repair of the item. The second, to find a good adventurer, experienced enough to have the ordinary items necessary to make the repair, and good enough to track down a sage before the unique item permanently crashs.
How does this item would work?Despite its funcionality, the treasure chart should not become a way to keep tue inuque items forever. Instead, it should work to minimize the damage an item takes from travel, AND ONLY FROM TRAVEL.
In theory, the item should reduce the damage an item takes by X% (were X is the level of the chart, equally the gears of the adventurer), but never above 50%. Plus, battles will never reduce the damage, only if you leave the item on the chart (taking no rise on the honour and prestige for and from it).
At last, a character can have only one chart, despite his numberless items.
2) SpiesWhat it will do?Spies are the ultimate word and tecnollogy on the world of the infiltration. Despite your ordinary scout can bring you info only about the adjacent regions of the one you are, with some spies on others you can, virtually, know all about the world (well, the continent, your well known world).
Why the develop team should take it?Well, in a better answer, is can really become the first step for some good changes. The way the scouts are going today you can get very good infos by the possible cost of an ordinary life (assuming he can be taken while scouting). Particularly, I do not like this.
For me, getting info about a land should become more difficult. Today, by clicking on the dynamic map you can see the population, gold, local weather, etc of a region on the other side of the continent - too much globalization for the middle ages. Plus, by scouting the region you can get info like the the armies there, and more.
With the developing of spies, the scouts should work only on the mean of their names: scouting the region taking info about armies. The spies, however, should give you more developed information, as who rule the place, how much gold it can provide, how was the last harvest, etc.
How does this would work?Buying a spy will bring you the option to deploy them while travelling by a region. Doying it will give you the option to ask your spy about data from that region and historical facts, like the last rogue wich invaded the region, and how much time it takes to appear a new one (based on the data of the courtiers there).
Of course that this could easy become a strong tool for generals, marshals and some hysteric lords, but to do this, you need more than a spy on the given land. To receive news from your spy on a given region, you should deploy enough of them to create a chain of spies, from the place you are to the place you want to know about.
Be sure that the spy, altought he does not steal or burn a place, do infiltration, and a not very well trainned spy will be imprisioned trying to send messages to his master. A weak spy will tell to his captors who send him, and this can, surely, start a war.
3) The HeraldWhat it will do?The herald is the first guy, the officialy scout of a caravan of a noble who reach a place, only to inform that his master is arriving. Plus, a herald was the introducer of his master when he will joust.
Why the develop team should take it?Simple: because it is funny!
The Heraldis something historical, and very, very cool. Having a herald denotes importance, for you and your family. Plus, you can use your herald for the speech of tornauments (just as on the A Knight's Tale Movie something I adore and you can see here:
http://www.youtube.com/watch?v=jdWO9ozir1Y). What about a herald's contest, as a new tool for tornauments?
How does this would work?This can bring to your noble a good mood, inspiration, etc, etc. On Tornauments and duels, too. Plus, sending a herald to an enemy region, announcing that you and your stronger army will arrive at sunrise is a good way to start a new trick: the war of impressions and ideas. Someone easy to impress and intimidate will surely move his army to defend, while the herald's master can surely move to another place, or move there, while the rest of the army takeover there.
Love strategy.
4) The saboteurWhat it will do?A final suggestion: the saboteur. The man of the shadows. The hand behind revolts.
Why the develop team should take it?Because it is an advanced way to do war. Saboteurs acts as the shadow wich incits anarchy and independence between the peasants. As the game has the name "BATTLEMaster", it should have always improves the war lines.
How does this would work?As its name explains. I was thougthing that, with the change on the estates politic, now you just can't set up yours as policy. Because of that, as I can see, more efforts will be needed by courtiers and defensive armies, or, the revolts and lack of control will be taken from the change of turn. Because of this, the creation of a paraphernalia that can be deployed at a region, while you simply travel by it, and raise the anarchy and independence of that place is a good way to change this.
But things aren't good as you can think: indeed the saboteur foments the independence and anarchy, but, while the people become independent from the previous realm, it should become harder to convert to you, as a collateral effect. So, you can't simply go there and start a friendly takeover: you will need to take that people and remember them that nobles pull the strings of them, no the reverse.
I must say that, as the spy, having a saboteur of yours being captured is enough subject to start a war, and, more than the spy, this can have echoes on the entire continent.
Well, this are my suggestions.
Tnks!