#WARFARE SUGGESTIONS

7 messages · Page 1 of 1 (latest)

graceful marsh
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While I enjoy the building aspect of the game, I find the warfare part somewhat lacking, especially given the significance of warfare in medieval times. Here are some suggestions to enhance the gameplay experience, focusing on drafting changes, new jobs and skills, base types, hostile entities, tactics, and events.

SETTLERS
Drafting Quality of Life Improvements:

Allow players to designate armor stands and weapon racks to specific settlers, similar to bed assignments.
Settlers should automatically store weapons and armor when not drafted, and equip them when drafted or when hunting.
Introduce defense position markers where settlers go after equipping themselves during drafts.

Patrol and Militia Job:

Militia Job:
A new job for settlers focused on training in melee, marksmanship, and riding skills. Features include:
Training Areas, Dummies, and Targets.
Exclusive areas for sparring practice.
Patrolling:
Settlers assigned to patrol will follow routes set by patrol markers, guarding against hostile events.
Pets (dogs, wolves) can patrol with settlers, while cats can serve as alarms during hostile events.
Cavalry:Introduce cavalry to counter siege weaponry. Settlers can ride horses, asses, or boars, but training animals for combat should have a high difficulty level with a skill cap (15 levels) for riding.

BASES
Great Halls:To define a settlement as a base, players should be required to build a Great Hall. These can come in different tiers (e.g., simple, medium, luxurious) depending on the resources used.

Base Types:The type of base will depend on the Great Hall and the surrounding structures:
Villages – Other structures are scattered around the area with walls surrounding them.
Keeps – Structures are connected to the Great Hall.
Strongholds – The Great Hall and structures are built underground.
Base types could also provide buffs to settlers based on the rooms and structures built inside the base, potentially improving farming, mining, or production.

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ENEMY TACTICS AND EVENTS
Enemy raids should have varied tactics based on the type of base being attacked. Examples include:
Using ladders to scale walls.
Mounting battering rams.
Scorched-earth tactics like burning crops or walls.
Enemy cavalry.

Hostile Entities:
Hostile entities could spawn depending on the map size:
Small Maps: Enemy camps.
Medium Maps: Camps and outposts.
Large Maps: Camps, outposts, and fortresses.
These hostile entities can be destroyed or left alone to provide ongoing enemy spawns.
Hostile Events:Hostile entities could initiate night raids, sabotage, or burglaries. These events should only occur after at least a year or two of in-game time.
I'm not sure if any of these are already in development and or even be added but I just wanted to suggest these. Thank you for reading. Apologies if I'm being so needy as well.

jaunty turret
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Being able to prioritize construction/mining while drafted would be great.

severe escarp
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The topic of cavalry comes up frequently, but I can't tell if there has been any official announcement on that. The fact horses are still missing while we have so many other animals is very weird. So I assume they have something big in the works 😮

nova sleet
graceful marsh
graceful marsh