Author Topic: rant on my utopian medieval battlefield game!  (Read 668 times)

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Offline Torost

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rant on my utopian medieval battlefield game!
« on: January 24, 2012, 01:16:46 pm »
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Alot of ranting lately, so here is my rant on the utopian medieval battlefield game  :mrgreen:

Everyone has their own reasons for playing this great game, we value different aspects of the game.
I personally have no love for the xp,grind,gold,loompoints,and points to distribute.
But if a bit of Dungeons&Dragons and grinding is what I must endure to play a great medieval battle, so be it.

I would love it if the core of the game was battle awareness, tactics, and luck!
That these cores played a larger part than low ping,personal "skill" eyehand coordination ,muscle reflexes,minmaxing,tweaking the textures and display options.
Iknow many will object strongly to this notion.

I wish to participate in a battle,where there is  chaos,carnage,mayhem,despair,defeat and glory.
The mindset that every player should have a fair chance 1v1 vs any other class is oposite of what I want.
Dueling is for duelserver, I want gangbang, using numerical and positional advantage, underhanded tactics.
But generally favoring active play, not stalling and delaying.
I want the action to be brutal,fast and unforgiving. Fairness is overrated imho.
Encounters should be fast.. either by fleeing , or a fast trade of block/attacks. That within a short timeframe decides if you live or die.
The worse the chances to succed the greater the glory if you actually do.
Balance the teams by switching player, giving the losing team more players.
Not by generally trying to make every class equally powerfull/weak.
With the current model I favor buffing everyone , not nerfing everone.

The "uniforms" in crpg is a mix and match of all kinds of armour and weapons.
And only way to see if someone is a friend or foe is the cirle above their head.
Instead maybe small colored ribbons for peasants, and shieldcoloring,armour coloring could be used to indicate teams. No haloes/circles above heads.

I would like to drop the K:D scoreboard.
Iknow when I did good or bad, dont need a scoreboard keeping track.
A running score inbattle is imo counterproductive, a server total on the crpg site is fine, maybe track battles won/lost instead.
A way to hide/filter the HUD and esp chat/commands would be very good. To much 4chanlike drivel ,discussions about stats,players trying to trade loompoints and MW items ingame and spam breaks the immersion for me.
Maybe a filter that lets you only see commands from players nearby, or friends/clanmates/commander.

One clean blow from a "big weapon" on unarmoured opponent head or torso should render them out of action (dead or mortaly wounded).
Two-three clean blows from smaller weapon, or hits on limbs should do the same.
Armour should deflect blows and hits according to type and weapon. Plate should deflect most cut, some blunt , and occationaly pierce.
And the movementspeed should reflect realisticly how much armour/gear you are lugging around.

Heavy cav should charge and trample archers and peasants hard and fast should they get in close enough.
Light cav should have no charge og rear/move to the side when about to bump.
Archers should not have pinpoint accuracy, but arrows should sting like hell if they actually hitting naked/cloth armour, same with getting hit by a bolt or javelin.
Get an ax in the face, a sword in the stomach.. you should be dead/out of action.

The various weapons should differ more in length, speed and attack and block direction available.
Marginal differences leads to minmaxing stats, but does litte in altering the way the weapon is handled.

Maybe not all weapons should be able to block all attacks.
You have to drop the pike, and pull out you sidearm if opponent gets to close.
Maybe some weapons should only have the ability to block ,but not swing. Like bows ,and crossbows.
More crushthru when heavyhitting weapons is blocked by small/fragile weapons.

Maybe let build (wpf or skills) determine how many attack/block directions you have with a given weapon.
Dedicated melee with Axe/spear/2hand sword have the full range of attacks and blocks 4-4.
Should and archer or crossbowman pick the Axe up, he might be be limited to 4-3, 3-3 3-2 ...

Introducing ties, killing all the enemies with only 1 man remaining outa the intial 50 is not really winning a battle more like a pyrrhic victory.
Maybe scale defeat/ties/wins by percentage of survivors on the winning team.
Maybe make one side autosurrender/flee the battlefield when it is a 1:10 ratio of combatants left.

Many of the proposals here would lead to drastically lower survivability, randomness, making people kill or die fast. No fun you say?
Well isnt this a good thing..? the battle is resolved faster .. playing for higher stakes... and a new one starts.. refine you tactics and try again..
less time waiting and watching mass dueling.

Sorry for ranting and wall of text.
It is only my vision of the greatest medieval battle game, not nececarily the one true way.

I appreciate all the hard work and contributions people have made to this mod, my rant is meant as inspiration not criticism.

Offline Vibe

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Re: rant on my utopian medieval battlefield game!
« Reply #1 on: January 24, 2012, 01:33:46 pm »
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Wrong game bro

Offline [ptx]

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Re: rant on my utopian medieval battlefield game!
« Reply #2 on: January 24, 2012, 01:54:00 pm »
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TL;DR

/rant

Offline Boerenlater

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Re: rant on my utopian medieval battlefield game!
« Reply #3 on: January 24, 2012, 02:44:45 pm »
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I like turtles.
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Offline gazda

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Re: rant on my utopian medieval battlefield game!
« Reply #4 on: January 24, 2012, 02:52:49 pm »
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tl;dr

Dogs are actually elephants who think they are monkeys disguised as whales
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Offline Toodles

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Re: rant on my utopian medieval battlefield game!
« Reply #5 on: January 24, 2012, 05:26:10 pm »
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A lot of what you're describing sounds like Vikingr to me.

Slower movement speed allowing for the use and even necessity of player formations, higher damage (including BRUTAL throwing weapons), unbalanced but limited classes, standard bearers, horns & leader class death affecting damage bonuses ensuring even a single arrow can turn the tide of battle, specialised factions requiring different tactics to defeat... Teamwork. Lots of it.

Sorry if I'm not allowed to talk about another mod here, delete this if necessary.