Author Topic: REJECTED: Blacksmith Paraphernalia  (Read 9586 times)

House Talratheon

  • Knight
  • **
  • Posts: 39
    • View Profile
Re: REJECTED: Blacksmith Paraphernalia
« Topic Start: June 24, 2012, 04:22:12 AM »
He quoted the wiki and explained his reasons why those reasons were completely unfounded. He is not advocating something to replace going to the city to refit. Merely something that will enable longer campaigns, increasing conflicts and making this game something more in line with its name.

Exactly, and to press to point forward brought up by the developers

Quote
There was a write-up someone did on the wiki, probably under the wish list page, as to why a portable smithy was completely unrealistic.

Quote
Viewing military logistics of the Middle Ages by modern standards provides insight into today's Quartermaster functions. This study will compare some modern classes of supply - Class I (subsistence), Class II (clothing and individual equipment), Class III (petroleum, oils and lubricants), Class IV (construction materiel), Class V (ammunition), Class VI (personal demand items such as sundry packs), Class VII (major end items such as trucks and tanks), Class VIII (medical supplies) and Class IX (repair parts) - to the supply systems that dominated military campaigns in the Middle Ages, 1000 to 1400 AD. The logistical functions of manning, arming, fueling, fixing, sustaining and moving will overlay the comparisons.

Quote
Class IX parts were made and repairs performed by blacksmiths, leather workers and wood workers. Blacksmiths made such necessities as swords, arrowheads, lance tips, shield covers, metal armor and daggers. Many blacksmiths were employed in the general area of villages, castles and fortresses to allow the weapon orders to be easily filled. Blacksmiths traveled with the supply trains and were often employed by feudal lords or worked as "contractors" to paying customers.Their main purpose was to shoe horses, fix weapons and armor, and make items during sieges to supplement those lost or damaged.

Refuted.

Next developers point.

Quote
You are correlating "army" with a unit of 20-50 men, or so. I would bet that every minor knight who lead 50 men into battle did not travel with his own portable forge. Perhaps this could be some form of army paraphernalia, if army paraphernalia or supply depots ever got implemented but I don't see it being added as paraphernalia for individual nobles.

My point:

Quote
Blacksmiths traveled with the supply trains and were often employed by feudal lords or worked as "contractors" to paying customers.Their main purpose was to shoe horses, fix weapons and armor, and make items during sieges to supplement those lost or damaged.

Again, refuted.

As to the title of the game battlemaster, no one likes peace in fact war is a catalyst for activity it gives people something to rally for and press against others for. While many realms couldn't fight others realm for the simply fact they are too damn far this would give that concept a fighting chance, and expensive chance but a chance nevertheless.

Quote
Long-distance warfare isn't exactly something that the game promotes. You're not supposed to be able to march to the other end of the island, stay on station for three weeks, then march home. Nor should you be able to sit inside an enemy realm for a month or two without having to go home. That may be fun for the realm doing it, but it would totally suck for the realm being occupied. The need for the attacker to leave and refit is one of the things that lets the defender catch their breath and regroup.

Again this wouldn't promote long distance fighting just longer ability to hold a army in the field,

In battle master warfare you gain 1-3% equipment damage by simply marching, a battle can take it down 5% easily if you're marching through 3-5 regions your looking at 15% plus a battle equal 20% where as the black smith can only viably in the initial thread only repair up to 1-3% damage at most he'd be able to negate the marching damage but the army would have to return to the capital as damages become overwhelming as always.

As for giving a realm breathing time that is always able to be ignored via game mechanic such as switching out armies in rotations this only add a new elements to the war aspect of the game and allows armies to be fielded "slightly" longer.

As for the Gold sink possibilities that lord can use it for would be this.

  • Lords have to build it, it can only recruit so many smiths = $
  • Knights and unit commanding nobles have to recruit them = $
  • Units with them have to pay overhead fees, for them weekly = $
  • while they can't fully repair a unit it will force the unit to return to the capital for "full" repairs = $
  • It would give heed to the simple universal concept, wars cost money a rich realm could wage war all day where as a poor realm better start hording and fast.

Now even with this system a realm can't march across a continent to wage war on another realm having to cross 5 realms in the process simply due to the fact even with a smith by the time they got there they have gathered way more damage than the smith could fix making them still vulnerable to any attack. It would allow them to simply stay in the field and remain ballsy longer before having to go back for refits.

Quote
This has been rejected before, most of the reasons are posted on the wiki, but the whole discussion had quite a bit more content.

Reasons were given, and refuted by facts and the testimony of player who would find it a good aspect of battlemaster warfare.

The English marched all the way to Jerusalem in the middle ages, basically bordering the Asia continent in order to do this they cross the narrow, France, Germany, Italy, etc.. then finally figured out well we aren't supplied out here sign a treaty and go home. Point being for the history lesson is long distance wars are possible, holding out on them isn't this doesn't harm that truth it only extends it slight to our "fantasy game"