Erik
Novice
- Joined
- Jun 27, 2005
- Messages
- 10
Hi all! I couldn't find one of these, suggestions seem to be spread around, so I'll start one.
I downloaded the demo two days ago and are expecting the full version tomorrow or the day after (I really fell for this one), so this is based on the demo and from what I have picked on thie forum. They are not listed in any order, and some may already have been proposed.
Sorry for the long post, but expect even more after I get the full version. And thanks for a great game this far.
Regards
Erik
Ps.
I love the historical and non-fantasy enviroment of the game, even though I understand that it makes for extra work. But that is one of the things that makes it unique. By coincidence I borrowed 'The battle that stopped Rome' by Peter Wells http://www.wwnorton.com/catalog/fall04/032643.htm just a week before I found Teudogar. Quite the introduction to the game.
Ds.
I downloaded the demo two days ago and are expecting the full version tomorrow or the day after (I really fell for this one), so this is based on the demo and from what I have picked on thie forum. They are not listed in any order, and some may already have been proposed.
- 1. All non-random NPC:s could have their own names instead of man, noble man, blacksmith etc. They all seem to be individuals in how they are scripted, and probably in their abilities etc, so why not give them proper names. It might get a bit old after you name the 101st farmer (if there are so many), but IMO it would add to the feeling. Some could also have epitets (is that the world in english?) to place them in their roles/trades, like Henkel the blacksmith, Ivor the tanner, Cadrick (slave), etc.
2. Henchmen. This seem to be a popular demand. Your freed slaves could be offered/offer themself to become henchmen, sons of your friends could join up, people from other villages who heard about you, and so on. You would have to pay them something every week or month, equip them, feed and house them.
Interaction could be kept rather simple with some simple missions for them to carry out until told otherwise, like Hunt (they fish/hunt a few hours a day and produce a small surplus of food), Guard (they watch your farmstead during the day/night), Follow (they come with you on your journeys and protect you when needed), Fire (you let your henchman go, maybe only possible if he has let you down by running away during a battle, slept with your favorite maid, stolen something, etc). And should you ever run in to trouble in their vicinity they would of course come running to assist you.
They could also have a level of loyalty that improve/get worse according to your actions. If you forget to pay them on time, if you are generous with gifts, if you lose/win your battles, if you commit dishonourable acts their loyalty would change. This loyalty could effect how well they serve you and if they are prone to let you down.
You should also be able to practise combat with them and to order them to practise with another one of your men (if you would have more than one).
For gameplaying reasons the number of possible henhcmen should be kept down. Four or five maybe depending on your fame, perhaps a few more if you become king.
This would also allow you not to evolve into a 'superman' to be able to stay alive in the later stages of the game, but be depending on a few followers to handle tough situations.
3. Name your weapons. Give that favorite sword of yours its own name, be it poetical or crude.
4. Refining of objects. Smoke fish, make sausages, lay/make traps, learn blacksmithing etc. It's fantastic how you can interact in the game already, but more things can be added (I believe you have announced this will be further developed in Darghul).
5. Interior design. Decorate your farmstead/meeting hall. Make (carpentry) a table, move around the boxes and carpets/furs, buy some chairs, etc. I love how you can hang weapons and trophys on the walls, this can be further improved. Maybe through an editor which allow you to export your house into the game.
6. Freed slaves. I don't know exactly how they work but I have freed a my 'cow-keeper' and my maid. But what do they contribute with? From what I can see they produce no products at all, at no surplus food either. Even though they are free they still are members of the household living of and on my land and should keep working on their trades producing some, though less, of what they used to...
7. Open game. The plot of the demo finished many hours ago for me and I have since then been traveling around, making friends and enemys, fighting, hunting and fishing, trying to pull as much as possible, praticing my skills, building on my fortune and so on.
The point is that that has been as much or maybe more fun than following the actual plot. I expect the full version to provide much more, but I would hate to end the game just because I have made king over my tribe. Instead I could go on and just enjoying the world of Teudogar. And maybe I will be able to. I will soon see.
Sorry for the long post, but expect even more after I get the full version. And thanks for a great game this far.
Regards
Erik
Ps.
I love the historical and non-fantasy enviroment of the game, even though I understand that it makes for extra work. But that is one of the things that makes it unique. By coincidence I borrowed 'The battle that stopped Rome' by Peter Wells http://www.wwnorton.com/catalog/fall04/032643.htm just a week before I found Teudogar. Quite the introduction to the game.
Ds.