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One point that I disagree with is that you get to use combat gear. I would rather have two sets of gear - 'combat' and 'street'. I would rather see more thought put into what is allowed as 'street' gear (all leather, throwing and low tier gear is now suddenly useful). Additionally, I think thug specialization tree must be much deeper. You can have ranged troops with throwing, you should have shock troops with two handed hammers and NO SHIELDS for anyone.
Last but not least, ONLY fief owner and his companions should be allowed to use combat gear and maybe even combat troops (from garrison) in such encounters. Otherwise city guard would get involved.
As to more types of missions, I fully agree. Imagine if you could kidnap lords, extort caravans visiting the city, have access to black market to sell stolen goods, maybe even have your own hideout base that you periodically have to defend from attacking lords. This could also play into sieges, where if you control the alley you could open gates at night for attackers or sneak out and attack siege camp and destroy food and siege weapons.
Last but not least, maybe merc clan (hidden flame?) that doesn't have combat gear could be repurposed to work as mercenaries in this type of combat? Think assassin's guild or similar.
It's just low effort passive income..
at first. i felt this way, as when i first realised the companion i spent 70-100k on civilian gear, wasnt using it, pissed me off. but later, realised that they KNOW about the fight coming. they would gear up.
i udnerstand that no everyone will feel this way, and that is ok. but i at least understand WHY it would happen.
in terms of allowed civilian gear, i feel there is a decent ammount of it, but would love for it to be expanded...
in terms of other troops, i would love to see more 'thug' troops. assasins, information gatherer's, just more varied options would be nice. i agree. (or dare i say, you being able to recruit these thug/street troops from your alley)
i will agree, while not totally, a waste of a companion slot, it most certainly is skirting that line. i dont feel it is a waste, as even if it only making you a tiny bit of denars... the companion isnt costing you denars. and that in itself, isnt a 'waste'.. but it is definately, at that line when you compare it to it running a caravan or party that is
I think they can't use full gear because what happens if city guard comes to investigate? They wouldn't be able to blend into population, because they have full armor on and the only people around looking like that. So they would get arrested or have to fight the guards trying to keep the order.
The only time this would not be an issue if they are WITH city guard, that is, they are part of city owner's team.
i would be ok with it either way. to be honest. but i understand your point, and it is valid and makes sense.
the only thing i would say is, just like in real life, the police/the guards, cant be everywhere always. people will find ways to 'gear up' and have weapons and have fights around the guards/police finding out until it is too late. ( or be paid off to not care/be there)
if that makes sense.
Here is one way it could work - alley has 'access' to any goods produced by workshops and villages in the city but at 30% discount. The only catch is that you can't sell it back in the same city. When you buy from black market (unless you own the city) there is a small chance you get an encounter with guards and have to bribe them or fight off and take criminal rating hit.
this falls under my 'it needs more things, more punishments, and more perks(that i forgot to say)
and i agree, it could be a possibile addition.
Agreed, if you set up an alley in your own fief you should be able to use combat gear, makes no sense otherwise, criminals ought to stay low and not burst into a city in full shining gear otherwise city guards should react.
I also agree with OP points that right now alleys are a touch useless and need to make more money, I'd say at least 8% of towns prosperity instead of current 2% or keep it at base 2% and allow companion roguery skill to add extra % to that. Makes no sense to use a companion on an alley instead of a caravan... unless they obviously expand the entire mechanic and add smuggling etc.
TaleWorlds has so much potential here, fingers crossed.
and i agree that the fingers are crossed that more is added to this mechanic. the potential is there, the skeleton is there, it needs a heart, skin, etc
This makes most sense to me.
Fair point with prosperity hitting 10k+ it will be a bit much, though I'm yet to see a settlement hit 8k.
I digress, I see your point that it should make as much as workshops, but we're sacrificing a companion to have an alley and then we have to protect it too so lots of resources are spent and little's gained. Perhaps they should balance to make it something between caravans and workshops? Mind you, all workshops are stated to be at "level 1" which suggests they could be upgradable, one beautiful day and then alleys will need a rework as they'd be even less competetive.
that is the main reason i feel it should be 'inline' with the workshops as it already fluxuates as they do. caravans have a massive range from being completely in the negative, to giving you 2k+ per caravan a day. i cannot sign off an opinion that an alley should ever make as much as a caravan can, in terms of the high end of the flux.
but as a blanket statement, inbetween a workshop and caravan would be something i can be down with. as long as an alley can NEVER reach the high end of a caravan's profit.
(and remember that workshops probably make lower than an alley with a high prosperity town if one does not have the perks that push workshop production higher, and if the workshop is in a ... not high prospertity town)
(as an IE: if you have a tannery in a 1.5k prospertity town, it probably doesnt take in more than 100 or so denars, maybe up to 150. without the workshop perks. where as in, the alley in my 5k maranath prospertity, would take in a tad bit more on the higher end of that kind of scale)
so.. i guess... ya. that works. as there is alot more risk involved in the alley.
numbers man... i hate numbers. sigh lol