Forum Replies Created
May 5, 2020 at 12:59 pm in reply to: Roll Call – list of names to establish who is present. #1993
I do not know how differentiated weapons and armour are in Knightguild, but HI perhaps merits a heavier weapon (could even be a different one for each faction that fields them). Longswords, waraxes, flails, morningstars, and war maces could have similar combat results, but add variety.
Just my 2 cents.May 5, 2020 at 12:53 pm in reply to: Roll Call – list of names to establish who is present. #1991
Thnk you David, and it is good to see you here too! 🙂
I think it would be best to make needed changes now. We can wait a little more if that means smoother gameplay. Polish the end product. Make sure the code has no (obvious) bugs. Make like easier on the GMs and make a better gaming experience for the players.
That will give Midgard more life, not less 🙂
Pirates? Pirates!?!?! There be no stinkin’ pirates here…
<sends a ciphered message to the Freebooters’ Guild representative>
Oh… I like the tone of the above. I like it very, very much!
It does sound like a great way to make Midgard known.
30 days? That was… very, very optimistic 🙂
Roman Marian legions were about 4,500 strong. They were originally designed to work in pairs, which is why people tend to think about 10,000 soldiers. Add the siege train, and you get 12-14k.
Now, not all of those were Roman citizens. Many, especially the cavalry and archers, were non-Roman auxiliaries.
This could be modeled in Midgard-2 as 2 HI clans with LI screens, with a supporting MMI clan doing a sweep left or sweep right maneuver. The model as we know it holds.
And the info about the clans now being the main fighting forces is much appreciated, Penn. It will make things far more… interesting (and there might be a welcome respite to factional finances).
- This reply was modified 8 months, 3 weeks ago by windpeoples.
I think this is worth considering. It may need tweaking, but the basic concept feels sound.
Six clans sounds good for a starting number. It can always be increased later on, when the model has shown it does not buckle, complain, or quit without reason. Nine has been the traditional limit, but perhaps we should take it easy to get there.
Manchuria was a continent I liked. If it were to open at some point, I would like to play there too. Also, if there is to be no (or extremely limited) communication between Manchuria and Midgard/Kalamar, perhaps the lvl 15 max for clans of players who have a non-Manchurian main faction could be lifted. If there is no way to influence the other side of the world, I see no need for it. This is to be far in the future, if at all, though.
Just my 2 cents.
- This reply was modified 8 months, 4 weeks ago by windpeoples.
I think a true mercenary faction should be ENCOURAGED to provide troops to all sides in a conflict. Clans of such a faction should be allowed, but not forced, to fight each other… that would add a layer of complexity to things!
I had a Brotherhood clan at some point too. Small, but crafty. I wish I remembered more and/or I had saved my turns :/
I am assuming nothing except that I will play the Sea Wolves during the playtest. I am not assuming even one of my ideas will be accepted, which is why I did not post them in the forums. I am certain not all of my ideas will be accepted, and I am fine with that. I do agree with you in one thing: playing a naval Getham is not what I am looking for (no animosity towards the Getham… not good to get on their bad side).
I am merely making suggestions, and that is the tone of my correspondence with Jon. Before I made any suggestions, I asked what his thoughts were. He is the GM, after all. I found out that many of my assumptions were… wrong. I do not know how much to write about it, because Jon is working on startup turns, and not looking at what I sent him until he finishes with that. Some of my ideas are a bit unusual, and I would like to keep them private if they are not accepted (to perhaps use them later on), thus I preferred to send them privately.
There is one thing I do not want to see, though. Factional offices built in non-factional cities giving other factions the ability to build and purchase factional ships would erode the faction’s advantages far too much for my taste. What would stop a resource-rich faction from building a level 30 Harbour Hall, a huge shipyard, and just beat you at your own game? Ship designs can be copied in this game. Allowing everyone to build your ships would just make it that much easier.
Please forgive me if I sound haughty, unreasonable, patronizing, or angry. It is not my intention. One big problem with written communication is that there are no non-verbal, visual, or auditory clues. So, if I come across as offensive, it was not my intention to be, and I do apologize.
You (and everyone else) have every right to dislike and challenge everything I suggest. You also have the right (I think) to tell Jon how you would like the Sea Wolves to be. If you do not like the final factional design of the Sea Wolves, you have every right to start your own faction (it is in the rules, after all). All I asked was for you to wait until Jon publishes the new iteration of the factional design, to see if he liked any of my ideas. Perhaps I shouldn’t have. Once again, please forgive me.
- This reply was modified 9 months ago by windpeoples.