Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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New idea concept - followers...
So I can't help but dream about being able to be your Henry but also be part of or command a small band of soldiers/mercenaries... and after days of dreaming and fighting off the stave of playing games like M&B Bannerlord, I have come up with a new idea to suggest:

We have a followers system already built into the game via quests and of course - Mutt. He's a good enough follower in my opinion. I mean I hate Mutt in the sense he's always barking all the time and makes any stealth situation fail - BUT - could we hypothetically also get a permanent human NPC as well much like Mutt? I'd be happy even if the customization was very limited and even if the human follower didn't have customizable stats - but if we could either pick our follower by what gear they have or a very simplistic amount of customization. Either way, customization doesn't even need to be a part of the Followers system. It would be awesome to have a sense of backup, or commanding a loyal guard or ally.

I see all of these mercenaries and named lords all over the world walking around or in ruins who are friendly enough, and I'd just love to be able to have them fight with you in the open world some how.
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Showing 1-11 of 11 comments
+1 to the idea, but we'll probably have to wait for KCD3 to have it implemented.
It doesn't have to be a core system similar to Metal Gear Solid 5 of course, but during KCD2 questing several NPCs say in the end they'll be there for Henry if he needs anything.
Sadly there is "no base of operations" in KCD2 to take them there. :(
I actually dont see this that far off. There is already, noticeably, auto-apthing options for yourself to follow others. Its just a matter of how janky it will look and I think we are all fine with a little jank.

actually i would prefer to tone down some of the casual animations if it meant the textures loaded in faster. not everyones needs to be looking around realistically if i just want to run past them. anyway...
I constantly stated that it was a problem of the late KCD1 gameplay, but obviously CryEngine cannot perform it, because we have enough rudiments of the party mechanics in KCD2 - Father Bohuta (Godwin) segments, many quests, which doesn't fit Jindro as a character, alt button menu (just google how orders are given in Mount and Blade franchise), clothing kits, and many other. So at some point of development, the party was intended to be implemented into the game. But it was abandoned pretty quickly.
Fokkas Mar 12 @ 8:38am 
Originally posted by makbthemf:
I constantly stated that it was a problem of the late KCD1 gameplay, but obviously CryEngine cannot perform it, because we have enough rudiments of the party mechanics in KCD2 - Father Bohuta (Godwin) segments, many quests, which doesn't fit Jindro as a character, alt button menu (just google how orders are given in Mount and Blade franchise), clothing kits, and many other. So at some point of development, the party was intended to be implemented into the game. But it was abandoned pretty quickly.
It would be a feat, but hypothetical human followers in KCD wouldn't even be required to have clothing kits, or orders, or levels. It would be nice but as stated above by Joxertm22, it could be refined either in KCD3 or a late DLC.

I wouldn't want it to be like Bannerlord as Bannerlord is sort of a nightmare and commands are shallow and extremely convoluted all at the same time where you can just F3 all-charge, or the overly complicated and janky formations that in the end don't change the outcome of battle.

For this idea, just a single simple follower that pathed to follow you and attacked your enemies. Anything extra like them leveling up, would be optional in my opinion.
Fokkas Mar 12 @ 8:39am 
Mutt's system - instead of the animal/companion leveling up, there could be a new skill Leadership or something that increased your and a followers skills.
Mörkö Mar 12 @ 8:51am 
Would be neat. Finally some use for all those excess equipment.
Originally posted by Fokkas:
It would be a feat, but hypothetical human followers in KCD wouldn't even be required to have clothing kits, or orders, or levels. It would be nice but as stated above by Joxertm22, it could be refined either in KCD3 or a late DLC.
Actually it's pretty simple to achieve - NPC has the same clothing and stat\skill mechanics as Jindřich in both games. The orders could be a problem, but after all AI is bad, so we need three pairs of orders - 1) mount\dismount 2) melee\shooting 3) encircle\save Jindro's ass.

Originally posted by Fokkas:
I wouldn't want it to be like Bannerlord as Bannerlord is sort of a nightmare and commands are shallow and extremely convoluted all at the same time where you can just F3 all-charge, or the overly complicated and janky formations that in the end don't change the outcome of battle.
And it would never be like Bannerlord) Remember the performance of any battle in KCD1? When FPS dropped from 60 to 14, and you need to switch down the graphics setting to 1-2 levels down? That's why all "massive" battles in KCD2 are actually 3 small fights of 5x5 in different places of the location. CryEngine was designed 20 years ago for shooters, where a single protagonist should shoot down 10 NPCs on the location. It just can't... (c).

Originally posted by Fokkas:
For this idea, just a single simple follower that pathed to follow you and attacked your enemies. Anything extra like them leveling up, would be optional in my opinion.
It was made via fan mod for KCD1) So Warhorse would never disgrace themselves with such primitive mechanics. After all, what should it depict in the game as an artistic device? The main idea for Vavra's games is to tell the story via gameplay. And a no-personality NPC with no leveling, should depict what? Faceless of war?

There was no gray zone for party mechanics implementation in KCD2 - only full mechanics, or total absence, obviously Warhorse picked the second variant.
Last edited by makbthemf; Mar 12 @ 8:54am
As long as it's optional. Multiple people fighting tends to make hit boxes weird
sounds annoying to me. there's enough chatter and background things as it is and how would you do stealth missions or even just go through a door or cave without losing your mind... annoying af.
Fokkas Mar 12 @ 2:50pm 
Originally posted by bottomup102:
sounds annoying to me. there's enough chatter and background things as it is and how would you do stealth missions or even just go through a door or cave without losing your mind... annoying af.
Well how doors and walkway are currently is you use a small percentage of stamina and warp through NPC's, but I understand the question because I know Mutt does that to me all the time when walking or sneaking about. But as for sneaking about, akeen to other games like Far Cry, Skyrim - when you go stealth... The followers go stealth and presumably either share your stealth, use a Leadership skill to dictate stealth abilities, or become undetectable altogether like a Ghost Recon situation. I believe in Skyrim had a similar mechanic where followers were almost undetectable unless they walked into an enemy or decided to go aggro.
i see. still, i'm skeptical about adding any mechanic to the game, it seems all very..sensitive. much opportunitiy to break it bc of how complex it is, bc money/ time, u name it ;)
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Date Posted: Mar 12 @ 8:06am
Posts: 11