Jump to content

Recommended Posts

Posted

I think it would be really cool and very different from other games if there would be a plot line that included going to war.

The quest should include:

  • Training your army. Where do you get your soldiers from, do you buy mercenaries, hire orcs and trolls or draft your peasants. All of these choices should have consequences. Mercenaries cost upkeep. Orcs and trolls might kill some of your population and be hard to control and drafting the peasants will give you less food resources for your county.
  • Going to war or not to. Either solve the issue through diplomacy or through invasion
  • If invasion choosing between hard choices. Do you attack civilians in order to provoke the enemy lord leave his castle and face you or do you lay siege to his castle and risk that a majority of your soldiers die. Do you let one of your own cities fall in order to go directly for the enemy lord and end the war – at the cost of inncocets who trusted that you would protect them. Do you order your soldiers to escort civilians away from the fight, thereby losing a significant part of your forces or do you let the enemy slaughter your civilians in order to be able to later slaughter him.
  • Consequences of your actions. It would add an increadible deapth if you would be able to walk through on of your own settlements who you abandoned – having to face the horrors your enemy unleashed on your people, and which you could have stopped if had chosen differently. It could also be something much smaller if resources do not permit the above idea. Simply having a few scripted encounter later in game where you meet npc’s who either hate or live you becaue of your actions.

That i would like to se
:no:

 

this and having capable AI to use as captains, instead of being in direct control

Posted

All of the ideas are awesome. I think in the end we all would like to see a fully fledged area that we somehow build up from the ground/ruins.

 

That has numerous areas we can improve on that evolves as the game progresses and ideally has some form of "defense" requirements.

 

And we can use as a trade/social hub.

 

One idea I have would be the requirement to setup trade routes between the 2 big cities and any other smaller hubs. Where you can from your stronghold arrange guards for said caravans and the success of these caravans determines the lvl/quality of goods available to purchase in your stronghold.

Juneau & Alphecca Daley currently tearing up Tyria.

Posted

inactive party members could fend off attacks wondering - dialogue what would you do ......

 

 

and something I posted somewere else: could we get some coup de grace ( gta 4) were you could choose to kill or imprison (we must have one ) the important npcs?

we could torture, release, loose, covert etc them - a bit more than nwn 2 chick from the law suit

Posted

instead of having everyone have the same crue , we would have some variation - maybe based on alligment

if you have say 3 alignments, we could end up with 3 types of leutenants - though it may be dicey should everyone attacking you be evil.

 

that could work for hirelings also: evil berserker - best weaponsmith

goodly priest best armorsmith

Posted

How about - When you get your Stronghold you have to "create" a new party member who acts as the reagent and based on his "specializations" depends on whether the Stronghold becomes awesome for mercs or a trade district or MAGE TOWER etc..

Juneau & Alphecca Daley currently tearing up Tyria.

Posted

How about - When you get your Stronghold you have to "create" a new party member who acts as the reagent and based on his "specializations" depends on whether the Stronghold becomes awesome for mercs or a trade district or MAGE TOWER etc..

 

I'm guessing you meant regent. I HOPE you mean regent...

 

(If he's a reagent, we're most likely using him for some unmentionable experiments... :) )

 

Sorry, couldn't resist that typo.

  • Like 1
Posted

How about - When you get your Stronghold you have to "create" a new party member who acts as the reagent and based on his "specializations" depends on whether the Stronghold becomes awesome for mercs or a trade district or MAGE TOWER etc..

 

I'm guessing you meant regent. I HOPE you mean regent...

 

(If he's a reagent, we're most likely using him for some unmentionable experiments... :) )

 

Sorry, couldn't resist that typo.

 

Bah! People will probably refer to him as some for of reagent so I suppose I was just leading the way :p - yes Regent.

 

After All I'd like to be the feudal leader of my little lands!

Juneau & Alphecca Daley currently tearing up Tyria.

Posted (edited)

I know this will cost extra to do, but heck, they have 4+ million, correct?

 

I'd like to see quite a few various locations that a person can build their stronghold. Not just 2 or 3. So that we are not all building in the exact same place in the game.

 

A good selection of different ways to build the stronghold so not all us have the exact same look and we can show it off in the forum.

 

Since a few have reasoned a need for a stronghold , have a special room for artifact research that is part of the storyline. I know, cliche, but it would

give a purpose to it.

 

and a catapult. for cows.

Edited by Dagnabbit
Posted

I imagine that the stronghold probably wont have any great significance to the plot. The general idea of the games story would have already been at least thought of before starting the kickstarter and the stronghold is only something thats come in a bit later in the process. For better or worse I hope that the stronghold isn't necessarily forced on the player if they don't want it. My character might not want that responsiblity to look after an entire stronghold, but *shrugs* we'll see. Obsidian hasn't said much and I see people with very active imaginations here. I feel that some people will be disappointed.

Posted

I know this will cost extra to do, but heck, they have 4+ million, correct?

 

I'd like to see quite a few various locations that a person can build their stronghold. Not just 2 or 3. So that we are not all building in the exact same place in the game.

 

A good selection of different ways to build the stronghold so not all us have the exact same look and we can show it off in the forum.

 

Since a few have reasoned a need for a stronghold , have a special room for artifact research that is part of the storyline. I know, cliche, but it would

give a purpose to it.

 

and a catapult. for cows.

I wan't a floating castle, one that I can move across the map, anchor where I want to go. People'd be commenting "Ooh, look at that scary looking tower floating over the outskirts of our city, rather ominous, don't you think? I wonder...."

 

and I could pick the best location to "settle" or move and make my summer palace and my winter palace the same, depending on where I decide to go.

Remember: Argue the point, not the person. Remain polite and constructive. Friendly forums have friendly debate. There's no shame in being wrong. If you don't have something to add, don't post for the sake of it. And don't be afraid to post thoughts you are uncertain about, that's what discussion is for.
---
Pet threads, everyone has them. I love imagining Gods, Monsters, Factions and Weapons.

Posted

I wan't a floating castle, one that I can move across the map, anchor where I want to go. People'd be commenting "Ooh, look at that scary looking tower floating over the outskirts of our city, rather ominous, don't you think? I wonder...."

 

and I could pick the best location to "settle" or move and make my summer palace and my winter palace the same, depending on where I decide to go.

This brings to mind "Howls Moving Castle" and the system of multiple "housefronts" in different areas, with the actual house being ... somewhere else. Or something to that effect. Altho a walking/teleporting whole house would work just as well. Which, if there's magic in the world, seems like a perfectly reasonable thing to put in the game. ;)

  • Like 2
“Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts
Posted

I really hope you can have some choice as to how your stronghold develops. An arcanist may want a wizards tower, libraries, summoning circles; a priest may prefer temples and statues to their dieties; a fighter might prefer training halls and armories; and a rogue may want trapped vaults, secret rooms and taverns.

 

Maybe give a few options as to what kind of stronghold you want (fort, thieves guild, wizards tower, temple) or allow the stronghold to choose between different buildings. Maybe not allowing you to build all of them in one go.

 

Totally love this suggestion! This adds to role playing. Give us choices of how our stronghold will develop, which, in turn, might benefit some of our party more than others.

Posted

Would be great if whatever method PE uses for recording our accomplishments could be transformed into trophies that we could mount in the stronghold. Like heads of vanquished boss-type creatures, or relics or some such. This would be a cool feature for the completionists out there who want to see their great hall complete.

  • Like 1
Posted

Would be great if whatever method PE uses for recording our accomplishments could be transformed into trophies that we could mount in the stronghold. Like heads of vanquished boss-type creatures, or relics or some such. This would be a cool feature for the completionists out there who want to see their great hall complete.

Mounting the head of vanquished Jörmungandr or Father Dagon over my keep's hearth would be really rewarding. By end-game your keep would be crowded with grim warnings to potential foes.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...