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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. :(
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 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.
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).
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.