cRPG

cRPG => Suggestions Corner => Topic started by: Chagan_Arslan on July 23, 2011, 01:08:22 pm

Title: Bandit Lair (strategus)
Post by: Chagan_Arslan on July 23, 2011, 01:08:22 pm
i dont know if something like this was suggested before but giving an option to the clans without fiefs to recruit troops from a remote faction less place

how i think it should work :

- bandit lairs can only be created by faction without any fief
- one bandit lair per 20 members of such faction
- once the faction takes a fief all their bandit lairs dissapear
- bandit lair has recruiting troop rate of villages (maybe a bit less)
- on map its only visible only from the range of current transfer (so pretty much you need to be very close)

what it would change :

i think it would add a lot of dynamic to politics, as if one side looses a battle it doesnt mean they will need to recruit in villages occupied by other clans but can stay low for some time and than try to take some land

it would be awesome for clans that arent interested in keeping fiefs but rather burning them ;]
Title: Re: Bantid Lair (strategus)
Post by: Jarlek on July 23, 2011, 03:19:10 pm
Sounds nice and would make it easier for smaller factions to gear up before a big one can destroy them. If they remain hidden long enough they can gather an army. As it is now whenever someone becomes big enough to be a threat the clans just attack them with their 1k+ armies.

I also like that they should be hard to spot so that factions would have to scout to find them, although they shouldn't be able to build them in the water or whatever.

And make it 1 per faction no matter what. Just silly to have more than one bandit lair and it could also be abused.

Might also be abused by a faction making 3 factions instead and getting 3 lairs and not one.
Title: Re: Bantid Lair (strategus)
Post by: Chagan_Arslan on July 23, 2011, 04:47:21 pm
And make it 1 per faction no matter what. Just silly to have more than one bandit lair and it could also be abused.

Might also be abused by a faction making 3 factions instead and getting 3 lairs and not one.

thats why i think thre should be a "one lair per xx members" thing, otherwise they would just made a lot of small factions to get those no point in that
Title: Re: Bantid Lair (strategus)
Post by: Jarlek on July 23, 2011, 08:39:13 pm
thats why i think thre should be a "one lair per xx members" thing, otherwise they would just made a lot of small factions to get those no point in that
True. But that would again be easy to abuse, since the 1 camp for every 20 member is still very nice. What about making it so every recruited troop is added to the CAMP and when you take a troop out of the camp you get a BANDIT and not a TROOP and they cannot be given away/reinforce others with? And when you get a fief you can convert them into normal troops? Something like that could work better I suppose.
Title: Re: Bantid Lair (strategus)
Post by: Overdriven on July 23, 2011, 08:44:42 pm
Definitely a nice idea and would add a good dynamic to the game.
Title: Re: Bantid Lair (strategus)
Post by: Sultan Eren on July 24, 2011, 01:21:26 am
Good idea.
Title: Re: Bantid Lair (strategus)
Post by: Beauchamp on July 24, 2011, 01:32:43 am
great idea
Title: Re: Bantid Lair (strategus)
Post by: justme on July 24, 2011, 02:00:40 am
+1
Title: Re: Bantid Lair (strategus)
Post by: Digglez on July 24, 2011, 11:49:09 am
excellent! gather ruffians from the forest to attack the sherrifs men!
Title: Re: Bantid Lair (strategus)
Post by: Lordark on July 25, 2011, 09:54:56 am
fucking epic idea!      :arrow: ++++
Title: Re: Bantid Lair (strategus)
Post by: Sultan Eren on July 25, 2011, 02:50:33 pm
excellent! gather ruffians from the forest to attack the sherrifs men!
Robin Hood series eh? :)
Title: Re: Bandit Lair (strategus)
Post by: PhantomZero on July 26, 2011, 11:09:12 am
Yeah, you all think this is a good idea, until Lots and Lots of Jolly Knights comes over and sets up 10 of these bandit lairs in your neighborhood to start a peasant uprising after being displaced from their territory.

There would effectively be no end to wars, even moreso than there isn't any now.
Title: Re: Bandit Lair (strategus)
Post by: Blondin on July 26, 2011, 11:16:04 am
You already know how this war will end?

I like the idea, but not for clans, only for us the ruffians riding free in the open fields...
Title: Re: Bandit Lair (strategus)
Post by: Olwen on July 26, 2011, 11:42:53 am
bandits are greedy, make the upkeep cost double than peasants' and if you won a battle decrease the % of loots depending on the number of bandits in your army  :lol:
Title: Re: Bandit Lair (strategus)
Post by: KingKessler on July 26, 2011, 12:13:27 pm
+1
Title: Re: Bandit Lair (strategus)
Post by: Jarlek on July 26, 2011, 02:20:27 pm
Yeah, you all think this is a good idea, until Lots and Lots of Jolly Knights comes over and sets up 10 of these bandit lairs in your neighborhood to start a peasant uprising after being displaced from their territory.

There would effectively be no end to wars, even moreso than there isn't any now.
Well if you had no fiefs already then why not? When you DO have a fief though you can't do it. That's the magic of it :D
Title: Re: Bandit Lair (strategus)
Post by: Polobow on July 26, 2011, 03:47:06 pm
Such a small, but smart idea! I like it.
Title: Re: Bandit Lair (strategus)
Post by: Thomek on July 27, 2011, 03:13:46 am
Great idea.

but perhaps restrict it in some way so it don't become too abusable. I can see "Clans" or organized bandits having one bandit lair each, recruiting many times more troops than more official clans. (if everyone is their own clan, but cooperates)

I.ex.. restrict the gear bandit troops can wear to bandit gear. Could be powerful in large numbers too.

Give power to the masses!
Title: Re: Bandit Lair (strategus)
Post by: Sultan Eren on July 27, 2011, 03:37:25 am
- bandit lairs can only be created by faction without any fief

This.
Title: Re: Bandit Lair (strategus)
Post by: Beauchamp on July 27, 2011, 10:18:58 am
- bandit lairs can only be created by faction without any fief

This.

well u can still have faction members that just create subfaction to improve recruiting speed. there has to be something else on how to solve this.
Title: Re: Bandit Lair (strategus)
Post by: Fluffy_Muffin on July 27, 2011, 10:26:15 am
Good idea, but recruiting rate of villages? OP

Should be halved or even less
Title: Re: Bandit Lair (strategus)
Post by: Blondin on July 27, 2011, 11:36:05 am
Make it that you can't transfer it to another faction or a fief (bandits are bandits).

Case 1 :
Faction A has no fief, members can recruit in a bandit lair, trnsfer bandits inside their own faction only (not to fief).

Case 2:
Clanless ppl recruit in a bandit lair, he can only trnsfer to others clanless ppl but not to a faction or a fief.

In this way, fiefless faction and clanless ppl can recruit and annoy other clans but can't abuse the system.

No limits in gear, bandits can have good gear is they make good pillaging!
Title: Re: Bandit Lair (strategus)
Post by: Jarlek on July 27, 2011, 05:05:40 pm
well u can still have faction members that just create subfaction to improve recruiting speed. there has to be something else on how to solve this.
I like how you don't read everything before you post. Gonna quote myself in the beginning of the discussion.

True. But that would again be easy to abuse, since the 1 camp for every 20 member is still very nice. What about making it so every recruited troop is added to the CAMP and when you take a troop out of the camp you get a BANDIT and not a TROOP and they cannot be given away/reinforce others with? And when you get a fief you can convert them into normal troops? Something like that could work better I suppose.

Also another way to fix this is that you can't make a bandit lair unless you already got 10/15/20 members. And when you get 10/15/20 more than you can make a new another one. Capiche?
Title: Re: Bandit Lair (strategus)
Post by: Sultan Eren on July 27, 2011, 05:23:35 pm
We also need to find a solution for these troop merchants.
Title: Re: Bandit Lair (strategus)
Post by: Blondin on July 27, 2011, 06:38:13 pm
What's'the problem with troops merchant?
Title: Re: Bandit Lair (strategus)
Post by: EponiCo on July 28, 2011, 06:04:52 pm
Make it that you can't transfer it to another faction or a fief (bandits are bandits).

Case 1 :
Faction A has no fief, members can recruit in a bandit lair, trnsfer bandits inside their own faction only (not to fief).

Case 2:
Clanless ppl recruit in a bandit lair, he can only trnsfer to others clanless ppl but not to a faction or a fief.

In this way, fiefless faction and clanless ppl can recruit and annoy other clans but can't abuse the system.

No limits in gear, bandits can have good gear is they make good pillaging!

You could still abuse it. Who cares if they can't transfer it, one day it's an army of their own. Imo the idea with bandit lairs only makes sense once you can raid stuff. Then you could do something like this, they can only be used for raids (special attack on village which doesn't take ownership but reduces wealth and population and gives the gold/stuff to attacker, or attack on caravan) and reinforce ratio (as well as max size of army maybe) is based on success of raiding.
Title: Re: Bandit Lair (strategus)
Post by: Blondin on July 28, 2011, 06:16:11 pm
I don't see how someone could abuse, and ofc it has to be an army of their own, this is the meaning, having an army without controled village recruitment.

But i agree with you on the raiding part, bandits should not be used to own a fief. Bandits don't like fief, they like rape, pillage and burn!
Title: Re: Bandit Lair (strategus)
Post by: Sultan Eren on July 28, 2011, 06:16:43 pm
What's'the problem with troops merchant?

They create a faction then they recruit and sell. It must be 5 people in lair to start recruiting maybe a solution.
Title: Re: Bandit Lair (strategus)
Post by: Jarlek on July 28, 2011, 07:33:19 pm
They create a faction then they recruit and sell. It must be 5 people in lair to start recruiting maybe a solution.
That's why I say the same thing as I've said before. Make the bandit troops non-transferable. You can only use them if you were the one who took it from the bandit lair and you can't give them back. The only way to make them normal would be to convert them when you gain a fief (and thus lose the bandit lair)
Title: Re: Bandit Lair (strategus)
Post by: Vivek on July 28, 2011, 11:16:13 pm
+1
Title: Re: Bandit Lair (strategus)
Post by: Lordark on July 29, 2011, 04:51:50 am
Keep bandits as bandits. Bandits dont wanna be pinned under a lord they just wanna LOOT and PLUNDURR!
Title: Re: Bandit Lair (strategus)
Post by: Everkistus on July 13, 2012, 12:37:24 pm
Excellent idea Chagan!
Title: Re: Bandit Lair (strategus)
Post by: Torben on July 13, 2012, 12:39:45 pm
http://forum.c-rpg.net/index.php/topic,22093.0.html

other ideas
Title: Re: Bandit Lair (strategus)
Post by: Chagan_Arslan on July 14, 2012, 02:33:09 pm
what kind of necromancy is this ;P
Title: Re: Bandit Lair (strategus)
Post by: Shadowren on July 16, 2012, 05:22:22 pm
Good Idea +1
Title: Re: Bandit Lair (strategus)
Post by: Lordark on September 22, 2012, 08:52:38 am
BUMP 4 STRAT 4!
Title: Re: Bandit Lair (strategus)
Post by: KingBread on September 22, 2012, 11:25:57 pm
seems great. But need to be rethought to not make it so easy to abuse by making 1 lair per 1 member
Title: Re: Bandit Lair (strategus)
Post by: Belatu on September 22, 2012, 11:53:10 pm
This can be expanded to something more general like Militias or resistance small organized groups (for good or for evil purposes)
Title: Re: Bandit Lair (strategus)
Post by: justme on September 23, 2012, 10:24:15 am
still waiting...
Title: Re: Bandit Lair (strategus)
Post by: sF_Guardian on September 23, 2012, 10:29:27 am
Definetively a nice Ideo, especially nice for smaller factions to not get whiped out too early.
Title: Re: Bandit Lair (strategus)
Post by: Taser on September 24, 2012, 04:56:39 am
Was a good bump from 2011. Why was this never done? This is an awesome idea.
Title: Re: Bandit Lair (strategus)
Post by: Malaclypse on September 24, 2012, 05:03:52 am
Haha. It's such a relevant idea that I didn't even realize how old it was at first. Something I've thought may make a good feature a few times.