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AlexanderParticipantI wondered that as well. Also “Captain Bernhardt” sounds like a reference to the Warhammer Universe. Very cool.
AlexanderParticipantHey thanks for doing these. Your work is amazing.
AlexanderParticipantThat is a good example. One of the reasons I think that is so fitting to this game is because of the mechanics already in place: there are already villages with their own industries — dynamic economic elements, moving unites that fight each other, etc. There are even “ruined” areas — presumably where those industries are destroyed, or where battles take place.
A randomly generated story (like in Mount and Blade) would have those opposing factions involving you in larger plots — delivering messages, working in schemes, and aiding settlements in ways that affect their new industries, or prosperity. The developer’s log already shows how friendly and hostile units interact with each other — the key is to find more ways to get the player’s mercenary army invested — and involved — in their goals and aims.
For example, think about how many story elements you could uncover while trying to aid a medium-sized settlement in developing a mine — there would have to be certain terrain elements available, and perhaps a “survey” mission where you escort a team (just like the caravan escorts). Once you complete the escort, you find a potential industry — a dense woodland, tillable soil, or, in our case — an old mine or natural cavern where a mine could be created. Naturally, your next mission is to go in and investigate — who knows what might already dwell there? You could find goblins or orcs living there, or perhaps the mine could be haunted. Once you “clear it out” you have to go somewhere else to get the supplies you need — another delivery mission! — and eventually the city has a mine. In the interim, you might uncover plots to steal or sabotage the mine — perhaps another faction wants the wealth there for themselves? Or they already have some inherited stake or claim? So
once again, the player has to choose a side. One side might hurt your reputation, but be far more profitable. The other might reward you with trade goods that may or may not be easily sold, etc.This kind of decision-making and slowly-unraveling, randomly-generated story is what keeps a player immersed and invested in a plot, especially if it relates to goals chosen by the player. It adds lots and lots of hours, and works with the game’s current engine, especially utilizing code and content that is already there.
I would like to see something more like that in the current game. Those kinds of missions would keep me more invested and get more people I know following the project.
AlexanderParticipantI agree that personalized weapons and characters are a great idea, but you also need something to DO with it. Right now the game becomes a little repetitive after the first ten hours or so, and even more repetitive after the level cap.
Give us goals, expansions, plots to unravel — something. You have a great setting for some really in-depth stories, especially with the random events on the map. They need to over-arch at some point and form an enthralling story, even if that story is totally of the players’ choosing or on the player’s terms. It will keep people coming back, and give them challenges to test their hard-earned mercenaries on.
AlexanderParticipantThose are both really interesting suggestions. Intrigue may not be a desired selling point in this project, but a Monastic order would add an interesting layer of depth to the endgame. And new perks/talents have been mentioned in the Blogs.
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