I dig it. +1
Well thought out and constructed, some nice ideas.
I'm with you.
Well thought out and constructed, some nice ideas.
I'm with you.
Definatly the most constructive use of renown ive seen suggested so far.
Your post is too long and i couldn't be bothered with reading it thoroughly but judging from the positive feedback I'd say: not bad for a Greek.
Good ideas. What about allowing traders to carry more without adding more weight or being able to select certain classes of weapons you can buy at an additional 5-10% discount or be able to repair equipment 1 level over a certain amount of time or improve the quality of existing weapons in general as long as in a village or be able to buy and sell goods at a premium price.
8) This gear can be upgraded in Fiefs by spending renown. So initially i get 33% Shirts and i can upgrade them by going to a Fief that sells Byrnies and buying that item with my renown. The % can be changed whenever you want
Okay just read through this real quick but this point caught my eye, how would i give my different army types different gear to match the number of archers/shielders/2handed heros/polespammers the army requires depending upon its mission?
Okay sounds reasonable, how would siege gear fit in? Would it be an extra renown expense? Were you have to spend Renown in order to aquire siege gear? Or would it have to purchased with tax gold? (if thats the case id advise a new pricing stucture for construction materials)
I dont think battles advantages (movement speed, hiding, preparation time) based on renown would be fair, or it would need to be easily spottable on the map; otherwise you will never be able to "predict" how many hours you can reinforce, if the army has a normal speed or got a big bonus, etc..
Half of strategus strategy is using what you can see of every dot on the map, players or fiefs (number of troops, gear, crates, terrain, population) to predict where people may be going, at what speed, with what power (hence spotting is uber important and seeing fief info from far away permit to plan invasion with more success). If you could have huge bonus without anyong being able to see that you have, it would be super hazardous to wander on the field without extreme prejudice.
If the devs were able to implement new infos to interpret new bonus I wouldnt mind, all your propositions are solid anyway.
movement speed in strategus, not in battle.
And lack of feedback is a general strategus issue, really. It isn't limited to just this suggestion. Maybe you could have a tab beneath gold to show if that guy has started any special decision.
In that case there would be no problem at all, and all your ideas could be applied: only real problem would be to find a proper balance between renown points cost per action and how fast you can gain renown. Could get out of hand too but I hope chadz will do something with renown soon.
some negative effect of high renown (and fame) could be added too, it would improve balance between old and new players.
Idea n1: Ransom, If player lost battle or raid, he could be taked as prison (there could be som % of escape). Winner could keep prison in jail (for some days) or ask ransom based on value of renown (higher renown, higher ransom, longer placement in jail)
If the person is to be ransomed, would he be released at the spot he's currently being held, or respawn at the faction capital (If capitals are to be reintroduced)? And if there's no faction capital, spawn at another faction member, or chosen spot? Either way I think this can be slightly abused. Free teleports by attacking your own mates or keep capturing a player after ransoming him (unless there's a no attack timer after ransom) with the other idea. etc.
Whats your idea after ransoming? You need to fulfill your suggestion!
In the very start we had the strat bank, put gold in, you could get crpg looms out of it. That idea was scrapped with the message: "we got a better way to do this". A day later we got renown.