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Messages - FineBeardedMan

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Suggestions Corner / Naval Combat!
« on: August 02, 2011, 10:53:57 pm »
Ever since the Klabautermann mini mod was released, I have been wanting naval combat in CRPG.  Has there been any talk about it before?

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Suggestions Corner / Re: Conquest mod?
« on: July 30, 2011, 06:13:57 pm »
nice idea, better then the everlasting rounds of battle, but you'd still have to be able to get just as much gold as in battle because in siege it sucks.
one thing that is really important in a gamemode like this are balanced maps, because if one team can capture a lot real fast, the other team is doomed.

Thanks! I had in mind that the longer you hold an area, the more gold revenues you receive on regular intervals. Also, I thought that different areas could effect your army in different ways, for example; you hold the village and you receive a decrease in the amount of tickets you lose from each individual death. This is because you receive a recruitment bonus from holding a village. Same could be done for an armory where you hold that and get a bonus in damage done. This is just theoretical as I do not know if this is possible in Mount and Blade's engine. I am not a modder.

I thought it could be something like Battlefield 2 Project Reality's conquest mod. It would work in a similar manner, but in a mount and blade setting. 

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Suggestions Corner / Conquest mod?
« on: July 30, 2011, 06:48:40 am »
Despite my previous joke thread, I have had ideas for CRPG, such as a Conquest gameplay-style map. I can imagine a large open castle based map with several key locations inside and outside the walls. I can imagine 2 sides rush in to capture key areas. Some fighters will have to hang back and defend the area. The camp where the players start will feature a limited number of defensive structures such as small wooden walls, horse-traps, etc. Something to almost entrench an area so the team can keep one position and hold it while others go out and fight for new areas.

Areas within the castle or location could include a merchant district, stables, tavern, the keep, etc.

My main idea for this came from some MMOs I used to play. Despite my hatred for WoW's PVP, I did enjoy a few of its capture-defend and hold style encounters.

I could see where troops would head back out of the castle, or area to their camp to replenish their assets. The map will run on a ticket based system. Dying will not cost as much tickets as using a barricade structure nor not as near as much as losing an area.

This style of map will encourage more team-based strategy found in FPS or Mount and Musket!

Just an idea!

 :o

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Suggestions Corner / Katanas are Underpowered in CRPG
« on: July 27, 2011, 05:41:28 am »
That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in the CRPG system right now. Katanas deserve much better than that. Much, much better than that.
I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 weeaboos (that's about $0) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.
Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind.
Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.
Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.
So what am I saying? Katanas are simply the best sword that the world has ever seen, and thus, require better stats in the CRPG system. Here is the stat block I propose for Katanas:
(One-Handed Exotic Weapon)
1d12 Damage
19-20 x4 Crit
+2 to hit and damage
Counts as Masterwork
(Two-Handed Exotic Weapon)
2d10 Damage
17-20 x4 Crit
+5 to hit and damage
Counts as Masterwork
Now that seems a lot more representative of the cutting power of Katanas in real life, don't you think?
tl;dr = Katanas need to do more damage in CRPG, see my new stat block.

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