Author Topic: [NEW] Commander Mode  (Read 11368 times)

0 Members and 7 Guests are viewing this topic.

Offline Nessaj

  • King
  • **********
  • Renown: 1399
  • Infamy: 176
  • cRPG Player Madam Black Queen A Gentleman and a Scholar
  • ▃ ▅ ▅ ▅ ▄ ▅ ▇ ▅ ▄ ▅ ▇
    • View Profile
    • Vanguard
  • Faction: Vanguard
  • Game nicks: Vanguard_Cooties
  • IRC nick: Nessaj
Re: [NEW] Commander Mode
« Reply #30 on: May 18, 2013, 12:51:14 pm »
0
what if your troops lost morale and started fleeing if fighting when their commander not nearby?

Can't just throw a real morale system in there, would take time etc.
Else sure, could give the Commander an aura which gives +1 morale when nearby, -1 when away, drop down below a certain number and the troops start retreating. Crude, but simple.

The easiest for the moment would be if a Commander dies, his troops loses a percentage of their total HP or Stats, which would be their drop in "morale".
Things don't exist simply because you believe in them, thus sayeth the almighty creature in the sky!

Offline Ulmarth

  • Baron
  • ****
  • Renown: 117
  • Infamy: 8
  • cRPG Player
    • View Profile
  • Game nicks: Ulmarth_Mad_Haggis
Re: [NEW] Commander Mode
« Reply #31 on: May 18, 2013, 01:14:27 pm »
0
So this is like that mode from Napoleon Mount and Blade?    :(

Offline Miwiw

  • King
  • **********
  • Renown: 1267
  • Infamy: 525
  • cRPG Player Sir White Knight A Gentleman and a Scholar
    • View Profile
  • Faction: HRE
  • Game nicks: Miwiw
Re: [NEW] Commander Mode
« Reply #32 on: May 18, 2013, 01:16:14 pm »
+2
Better, as this will be improved.
NW commander mode got many bugs... it was alright during beta and shortly after release.. but meh
Miwiw_HRE - Two Handed
Trade with me

Offline //saxon

  • King
  • **********
  • Renown: 1339
  • Infamy: 181
  • cRPG Player Sir Black Bishop
  • I'm just to dam goood 😎
    • View Profile
  • Faction: Vanguard
  • Game nicks: Saxon
Re: [NEW] Commander Mode
« Reply #33 on: May 18, 2013, 01:17:42 pm »
+1
please make it so you can use your own gear and char stats please!
visitors can't see pics , please register or login

Offline Kafein

  • King
  • **********
  • Renown: 2203
  • Infamy: 808
  • cRPG Player Sir White Rook A Gentleman and a Scholar
    • View Profile
Re: [NEW] Commander Mode
« Reply #34 on: May 18, 2013, 01:22:16 pm »
0
The AI is pretty weak against cav, how will that be balanced ?

Offline tkn123

  • Baron
  • ****
  • Renown: 97
  • Infamy: 13
  • cRPG Player Sir Black Pawn
    • View Profile
  • Faction: Norsemen
  • Game nicks: Shagga
Re: [NEW] Commander Mode
« Reply #35 on: May 18, 2013, 01:38:20 pm »
+2
2 points:

I know we won't be fighting in the mode but having a shield would be helpful as then we don't die that easily.

Also, having to repair Gothic plate every time we want to play is annoying, it also limits the mode to those people who can afford it. If we have to repair what we wear can we not chose it ourselves?

Offline Teeth

  • King
  • **********
  • Renown: 2550
  • Infamy: 1057
  • cRPG Player Sir Black Bishop A Gentleman and a Scholar
    • View Profile
Re: [NEW] Commander Mode
« Reply #36 on: May 18, 2013, 01:47:15 pm »
0
Constantly switch around with holding position and charging, this way you can keep your troops together and charge specific locations. Cav is pretty easy to fight with an infantry blob as well, if you constinously move them backwards, so they don't get surrounded.

Can't just throw a real morale system in there, would take time etc.
Else sure, could give the Commander an aura which gives +1 morale when nearby, -1 when away, drop down below a certain number and the troops start retreating. Crude, but simple.

The easiest for the moment would be if a Commander dies, his troops loses a percentage of their total HP or Stats, which would be their drop in "morale".
Dying as a commander is not always something you can control. I don't think it should really do anything. I've seen Saxon get headshot from a 100 m away randomly. That your troops get split over the remaining commanders is enough of a penalty for that already. Dying is rarely actually your fault.

Flags are OP. Basically whichever team is closest to the flag spawn wins, because they can cap while being guarded by their infantry. I suggest increasing the time it takes to raise the flag by about a 100%, to actually make moving to the flag and fighting over it a valid tactic, instead of just losing as soon as you see that the enemy is closer to the spawn.

Offline Nessaj

  • King
  • **********
  • Renown: 1399
  • Infamy: 176
  • cRPG Player Madam Black Queen A Gentleman and a Scholar
  • ▃ ▅ ▅ ▅ ▄ ▅ ▇ ▅ ▄ ▅ ▇
    • View Profile
    • Vanguard
  • Faction: Vanguard
  • Game nicks: Vanguard_Cooties
  • IRC nick: Nessaj
Re: [NEW] Commander Mode
« Reply #37 on: May 18, 2013, 01:52:01 pm »
-1
Dying is never anyone's fault unless they're reckless? :P

There should be a penalty to dying, as it is now the whole thing is more of an team effort, 5v5, 6v6, and so on. Hence a commander dying should definitely effect the team (e.g. the troops from that commander) - not just that they're transferred to the next man in line. At the very minimum there should be a small 'debuff' applied to the troops, perhaps just a time based one or whatever, but something at least.
Things don't exist simply because you believe in them, thus sayeth the almighty creature in the sky!

Offline Butan

  • King
  • **********
  • Renown: 1713
  • Infamy: 214
  • cRPG Player A Gentleman and a Scholar
  • Best tincan EU
    • View Profile
Re: [NEW] Commander Mode
« Reply #38 on: May 18, 2013, 01:57:35 pm »
+1
Can't just throw a real morale system in there, would take time etc.


Its been done in Native Expansion mod.

Truth be told, there is a lot of things to pick up from this mod.



Also the latest version of the SP, you can access an order tab with the backspace key : radar + whole lots of new orders (+ the old ones, but much easier to access, also can tell troops to hold X position by clicking on the radar map)

visitors can't see pics , please register or login


It increases tactics so much its not even funny

Offline Duster

  • Marshall
  • ********
  • Renown: 730
  • Infamy: 89
  • cRPG Player Sir White Knight A Gentleman and a Scholar
    • View Profile
  • Game nicks: Mr_Pibb, Mellow_Yellowtf
Re: [NEW] Commander Mode
« Reply #39 on: May 18, 2013, 02:06:17 pm »
+3
Rhodoks can't lose unless they really fuck it up, nords are a tad underpowered because their infantry isn't fantastic like it should be. Still good fun!
visitors can't see pics , please register or login

Offline Ronin

  • Marshall
  • ********
  • Renown: 859
  • Infamy: 198
  • cRPG Player
    • View Profile
Re: [NEW] Commander Mode
« Reply #40 on: May 18, 2013, 02:12:19 pm »
+2
Hide behind your troops. Only give weak weapons.

I would love to have access to the backspace command menu you have in Warband singleplayer normally, gives you good overview and makes commanding so much easier.
I think having a mini map would ruin the surprise effect. It's much better for it to be like this.

Make nord scouts to be like a mounted infantry maybe. At the moment they are very weak, even on foot and mounted. I see they have javelins to throw but they fail to use it.

I'm not saying nord scouts should be powerful units, they must be used for supporting infantry or archers. But even when used for this purpose, they still fail.
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline Jarlek

  • King
  • **********
  • Renown: 1173
  • Infamy: 307
  • cRPG Player Sir White Pawn A Gentleman and a Scholar
  • The walking wiki
    • View Profile
  • Game nicks: Jarlek_The_Blue, Jarla, Jarlen, Jarler, Jarlec, Jarled OH GOD ALL THESE ALTS
  • IRC nick: Jarlek
Re: [NEW] Commander Mode
« Reply #41 on: May 18, 2013, 02:16:07 pm »
+3
I still find it funny how Sarranid archers got more armour than most infantry units :D

Great gamemode btw, me, panos, zlisch and teeth had great fun yesterday.
This game isn't about being skillful as much as its about saying things in general chat that enrage people who then go to murder you but in their rage they make dumb mistakes which gets them killed.
In memory of Jarlek_zeh_Blue, ruler of Ilvia

Offline Ulmarth

  • Baron
  • ****
  • Renown: 117
  • Infamy: 8
  • cRPG Player
    • View Profile
  • Game nicks: Ulmarth_Mad_Haggis
Re: [NEW] Commander Mode
« Reply #42 on: May 18, 2013, 02:21:07 pm »
0
Someone just said you dnt fight in this mode.............so what do you do watch your AI fight?

I guess ill need to try it to see the fun.

Offline Ronin

  • Marshall
  • ********
  • Renown: 859
  • Infamy: 198
  • cRPG Player
    • View Profile
Re: [NEW] Commander Mode
« Reply #43 on: May 18, 2013, 02:24:14 pm »
0
I've read somewhere that sarranid archers were designed as ranged units with good melee capabilities comparably.

If you compare the armors, you'll have to take into account of rodok xbowmen shields too. Shield is a very good defense boost to AI.


I can modify with the stats a bit, but I'd like to hear others' opinions that are playing this mod. About what class should be like what and fulfill what role?

Example (my observation with the current nords):
Nords
Infantry - Strong shields, very good at melee, has throwing
Archers - Low rate of fire and overall not very useful. Can be only good when supporting infantry
Cavalry - Very weak, can be only useful as suicide troops to distract the enemy or flank the enemy to let the infantry come in. Has javelins but rarely makes use of them. Not good on foot either.

What I would do:
Infantry - Leave the same
Archers - Leave the same
Cavalry - Make them better skirmishers (throwing cavalry) and make them more like a cav/inf hybrid. So maybe they can use their horses to travel faster, and then dismount to fight on foot. Their armor will stay the same though, but with better shields and weapons.

I'd like to hear your opinions.
« Last Edit: May 18, 2013, 03:05:37 pm by Ronin »
Quote from: BlindGuy
Seems the fascists are gaining ground once again in UKR... right vving politics is SO bad for the general populace but STILL in times of trouble the uneducated turn to them for help, simply because they are so amoral they vvill supply those vvilling to fight vvith vveapons rather than knovvledge.

My UU key is broken incase you can't tell :D

Offline Kirman

  • Duke
  • *******
  • Renown: 609
  • Infamy: 69
  • cRPG Player
    • View Profile
  • Faction: Tormatun
  • Game nicks: Kirman/Namrik/Anmirk/Riknam
Re: [NEW] Commander Mode
« Reply #44 on: May 18, 2013, 03:37:28 pm »
0
It seems really fun so thanks for the mod. The only thing i've noticed is the troops(Infantry) are keeping too much distance between commander. I tried ''follow'' command to pull them and had to go right flank to bring them to the middle.

Edit: I played 2 or 3 times so ill test it more.
« Last Edit: May 18, 2013, 03:45:11 pm by Xside »