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An undeveloped idea I posted in a different thread
How else can you communicate complex notions without giving them a voice? Don't worry about it - I type more than that while asleep... as evidenced by most of my posts. :)
Players will hate you.
Why?
With the current player-owned Workshop mechanics, a workshop the player had been trying to "grow" will get erased as soon as the fief is successfully besieged. That means that "slow" progression now represents a significant loss in player resources, time, focused effort, etc...
Not that I don't think there's merit in a system like this, just that it has to pay attention to failure points.
Workshops are supposed to get "Tiers." Perhaps if Blacksmithing was focused more on Workshops, these could play a role?
(PS: You could avoid some of that by associating some of the accrued resources the player levels up with their "Clan." Assigning a "Clan Blacksmith" perhaps? That would avoid the workshop destruction mechanic and a significant loss of player investment.)
A workshop that has a Tier constructed by the Player has a reduced chance of being "destroyed" in a successful siege.
A workshop that has an appropriate Crafting Tier (and, I do think they should expand that ability) will not be "lost." But, the player may have to reconstruct that addition. Also, experience/resources/etc may be reduced if the workshop is in a successful siege, but the chance that it they would be completely lost is low. ie: the workshop basically gets a flat percentage reduction in all current resources like experience/materials/workers/etc unless a horrible RNG happens. :))
I don't mind the concept at all. I think, though, that to keep TW from having to "invent" some other Perk to replace it, and you know they would since every attribute has three Perk trees, they'd need to switch it to a "Crafting" line. Then, they'd have to invent woodworking and armorcrafting, siegecrafting, leather... some other stuffs to justify it.
I don't know that they want to do that much work... Just being honest. :)
As in "Pay 10,000- Earn 200 forever" needs time to earn back the money you put into it, if its destroyed by the frequent sieges this game has, workshops become garbage. Which is also the major reasons why Caravans are garbage. Too much risk for the rewards they offer. However, this is going a bit off thread.
It's true, this suggestion involves a LOT of new programming. Making an entire perk tree systems for Blacksmiths and refilling/recreating a Perk tree to replace Blacksmithining on characters.
How about Shield Mastery?
AFAIK, the intent is to make Workshops a significant investment, eventually. Players may not "Tier Up" all their workshops. It depends on how significant they make that mechanic. And, having workshops as "soft targets" that need to be protected makes the player invested in them a bit more as part of a significant "thing" in their gameplay. At least in the Early game.
In the late game, players could replace fifty workshops without much worry. It's more irritating to have to actually load up so many Town scenes than any "expense."
I think the development motivation there is to give the player a reason to want a Town to be successful before they progress to the point of actually being able to own their own fiefs. Though, i don't know how far they intend to go with that sort of early game risk/reward/motivation.
Without some more investment,,some more significance added, neither Workshops nor Caravans mean very much. The latter is just a waste of a Companion slot, IMO.
It's got to be done, though... The current system is just dumb. It's so very far outside of normal play activity that it's very difficult to "balance" it as a game mechanic.
It's like adding "crop dusting" to "Warband." That's no joke. So, how would you truly try to add a "Crop Dusting" mechanic to Warband with airplanes, crops, stuff to put in a cropdusting aricraft's tanks, the skills to fly it... etc?
Making a crop-dusting mechanic "work" is one thing, trying to balance it if there is a problem with it while attempting to use the rest of game's elements, that have nothing to do with crop-dusting, is... absurd.
So, yeah - It's got to change. I like your suggestion for this reason - You are not suggesting more "crop-dusting." You're suggesting incorporating an existing, workable, game mechanic that is already in the game and, in general, already "works."
You didn't demand that battlefield commanders apply for crop-dusting flight school in order to "fix" the current Blacksmithing mechanic. :)
I'd be against stronger shields. I would not be against being able to craft good ones, though - Woodworking includes Shields and Bows right now, so the player could have access to that if TW made crafting a broader experience. (Crossbows, though... I don't understand what their deal is with those.)
I know that currently one handed weapon tree has buffs to shields and shield troops, but idk, I know some people are really into shields... and it would fit the Endurance tree.
it just feels wrong that the player is a smith, because it makes you wonder why you are not a fletcher or armorer too.
One thing i hope that the devs do is take a look at Anno Domini 1257 (the mod for warband)
the way it handles fiefs and recruitments is incredibly in depth.