Experience for New Troop System
Maybe I'm being "that guy" for suggesting a change to the new troop system before it even comes out, but...
I agree that the current system is odd in that you can upgrade a Swadian Footman to a Man-at-Arms and provide him with all new equipment and a horse - in the middle of nowhere and in an instant.
I would suggest having some way to reflect the greater combat power of troops who have experienced actual battle and not just drill on the training field.
Could there be experience tiers?
Say you purchase some footmen. After a certain amount of combat-earned experience, they become "Experienced Footman" and later become "Veteran Footman".
The jump to "Experienced" could bump their Ironflesh skill +1. The bump to "Veteran" would bump the Powerstrike +1.
I agree that the current system is odd in that you can upgrade a Swadian Footman to a Man-at-Arms and provide him with all new equipment and a horse - in the middle of nowhere and in an instant.
I would suggest having some way to reflect the greater combat power of troops who have experienced actual battle and not just drill on the training field.
Could there be experience tiers?
Say you purchase some footmen. After a certain amount of combat-earned experience, they become "Experienced Footman" and later become "Veteran Footman".
The jump to "Experienced" could bump their Ironflesh skill +1. The bump to "Veteran" would bump the Powerstrike +1.
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That's exactly what I was thinking when I posted this question : https://www.assembla.com/spaces/windyplains/tickets/278#/activity/ticket:
Having a few key troop types for each faction and the ability to level them would be nice. I always considered the cost of the instant equipment to be the cost of troop upgrade.
Maybe troop upgrades can be limited to only when in a town where you can purchase said goods.
Rank could be done a few ways....
Military Rank - Private, Lieutenant, Colonel, Sargeant.
Experience Rank - Base, Experienced, Veteran, Elite.
Tier - 1-4
Having a few key troop types for each faction and the ability to level them would be nice. I always considered the cost of the instant equipment to be the cost of troop upgrade.
Maybe troop upgrades can be limited to only when in a town where you can purchase said goods.
Rank could be done a few ways....
Military Rank - Private, Lieutenant, Colonel, Sargeant.
Experience Rank - Base, Experienced, Veteran, Elite.
Tier - 1-4
I'd suggest experience rank rather than military rank.
As a former Army officer myself, it would be odd to have an elite force of 100 Colonels. Colonels are only needed to provide leadership to large groups, and that's what the player or AI lords do.
Also, as a combat leader, you'd probably have a better chance of taking a hill with 50 privates and sergeants than with 50 Majors and Colonels.
I think the Base, Experienced, Veteran, Elite that you proposed would be the way to go.
As a former Army officer myself, it would be odd to have an elite force of 100 Colonels. Colonels are only needed to provide leadership to large groups, and that's what the player or AI lords do.
Also, as a combat leader, you'd probably have a better chance of taking a hill with 50 privates and sergeants than with 50 Majors and Colonels.
I think the Base, Experienced, Veteran, Elite that you proposed would be the way to go.
on 2013-03-26 19:53 *
By Windyplains
Component changed from None to Suggestion
Milestone changed from Backlog to Topics of Discussion
Status changed from New to Discussion
This is something we'll have to consider down the road, but it isn't easy to work this into the existing structure. For every troop upgrade extra entries will be needed. Ie...an entire other troop entry would be needed simply to have 1 troop type be +1 powerstrike. The recruitment list would have to then know which "veteran" troops to ignore and not display. Party lists would start being long again which is what we're trying to avoid with this change.
on 2013-03-26 19:53 *
By Windyplains
Summary changed from Suggestion: Experience for New Troop System to Experience for New Troop System
on 2013-03-26 20:40 *
By Windyplains
This would be a mess within the current system for unity. I feel it would limit the unique flavor I'd like to create for each faction.
How about just integrating the v0.15 system with the troop-tree system?
I see it this way: The player should have to hire merceneries and mercenary-like veterans that are in taverns and roam the maps deserter-like, or as deserters, if he wants to recruit stronger troops without actually training them.
The v0.15 system leave for the player to hire his basic armies when he is a lord. (Both peasants and nobles shouldn't want to willingly join an army of name-less adventurer. But experienced proffesionals without an employer should really want to feed themselves and earn some denars.) But allow him to only hire basic recruits there, or pay extra for their training - and return after a few days for trained footment.
Now, the upgrading of troops in the field is silly. That's why you can't do that. Instead when your troops gain experience either in combat or throught active [drill] option in camp menu (That makes you spend time as if you were "waiting for a while" in a camp) - You can take your troops ready for upgrade to a castle or town, and pay for their equipment there.
I think this is perfect. It addresses all the issues of native recruitment while maintaining the best aspects of both systems. - A feeling of progression of your army that isn't weighted only by your purse but the actual plot of your play from native, and the more realistic and cool recruitment that you worked out so far. The active [drill] option from camp menu is important to get rid of the mass-slaughter of raw recruits to weed out a few veterans, while still giving the cruel players a possibility to play in their character and weed out the weak to find the worthy of joining their army.
The part where title-less player has to hire roaming veterans or mercenaries is also important. In your system a soldier is treated as a resource. He is not a veteran, his experience doesn't matter, all he is is the weight of your purse. I don't like that. Adding roaming veterans that run around the map and visit taverns for the player to activelly seek out and recruit adds another cool aspect, and is more realistic. Paid proffesionals, as name suggests, will follow anyone who will pay them. But peasants and nobles have no business to follow and die for some low-life adventurer. If any of them were present in a town and a player was a lord, he could hire them from the new recruitment system - They wouldn't take the man-power resource, but wouldn't allow the player to choose what type of a troop they are, and don't have to be native to the lands, lowering integrity.
If you like this idea or any parts of it I could try to flesh it out in an actual suggestion ticket.
I see it this way: The player should have to hire merceneries and mercenary-like veterans that are in taverns and roam the maps deserter-like, or as deserters, if he wants to recruit stronger troops without actually training them.
The v0.15 system leave for the player to hire his basic armies when he is a lord. (Both peasants and nobles shouldn't want to willingly join an army of name-less adventurer. But experienced proffesionals without an employer should really want to feed themselves and earn some denars.) But allow him to only hire basic recruits there, or pay extra for their training - and return after a few days for trained footment.
Now, the upgrading of troops in the field is silly. That's why you can't do that. Instead when your troops gain experience either in combat or throught active [drill] option in camp menu (That makes you spend time as if you were "waiting for a while" in a camp) - You can take your troops ready for upgrade to a castle or town, and pay for their equipment there.
I think this is perfect. It addresses all the issues of native recruitment while maintaining the best aspects of both systems. - A feeling of progression of your army that isn't weighted only by your purse but the actual plot of your play from native, and the more realistic and cool recruitment that you worked out so far. The active [drill] option from camp menu is important to get rid of the mass-slaughter of raw recruits to weed out a few veterans, while still giving the cruel players a possibility to play in their character and weed out the weak to find the worthy of joining their army.
The part where title-less player has to hire roaming veterans or mercenaries is also important. In your system a soldier is treated as a resource. He is not a veteran, his experience doesn't matter, all he is is the weight of your purse. I don't like that. Adding roaming veterans that run around the map and visit taverns for the player to activelly seek out and recruit adds another cool aspect, and is more realistic. Paid proffesionals, as name suggests, will follow anyone who will pay them. But peasants and nobles have no business to follow and die for some low-life adventurer. If any of them were present in a town and a player was a lord, he could hire them from the new recruitment system - They wouldn't take the man-power resource, but wouldn't allow the player to choose what type of a troop they are, and don't have to be native to the lands, lowering integrity.
If you like this idea or any parts of it I could try to flesh it out in an actual suggestion ticket.