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Thread: Suggestion for Medieval 3

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  1. #1
    Aragorn1963's Avatar Biarchus
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    Default Suggestion for Medieval 3

    If it ever comes to that. Personally I would like to see the siege aspect of the game expand. And the building of castles and other strongholds. It is hard to imagine how this would fit into the game, but I'm just mentioning it. It would be great to build super-fortresses like Crak des Chevaliers in the Holy Land.

  2. #2

    Default Re: Suggestion for Medieval 3

    If they make a Medieval III,they will just combine many graphical features from napoleon and some gameplay ones,and a total graphical conversion.But as they said in a interview asked why did they make shogun 2 and not Medieval III,they said "Medieval II is fine as it is and we think is needs no remaking" or something like that.But of course i would be more than excited to see a Medieval III,but most probably they will make a Rome II : tw,since most fans out there are more fascinated by ancient times rather than medieval times.


  3. #3
    tudor93's Avatar Primicerius
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    Default Re: Suggestion for Medieval 3

    When will we start to see Empire2 TW topics ?
    Īnfrānt nu eşti atunci cānd sāngeri,
    nici ochii cānd īn lacrimi ţi-s.
    Adevăratele īnfrāngeri,
    sunt renunţările la vis.

  4. #4

    Default Re: Suggestion for Medieval 3

    Oh please, they couldn't even make separate coats of arms or shield textures for Poland, Milan, Sicily, Scotland, Hungary, France, England and HRE. There's no difference between their chivalric/feudal knights except for different colours.
    If they are going to make Medieval 3 then I'm pretty sure that it will be almost unplayable without another version of Stainless Steel.

  5. #5
    The Noble Lord's Avatar Holy Arab Nation
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    Default Re: Suggestion for Medieval 3

    Quote Originally Posted by tudor93 View Post
    When will we start to see Empire2 TW topics ?
    I sincerely hope never!!
    As for the suggestions for M3TW, well there are too many really:

    • More diverse units, more mercenaries which were the bread and butter of the medieval ages,
    • more factions such as various Seljuk and Eastern European nations,
    • bigger and more diverse map,
    • more historical characters,
    • naval battles included,
    • more diverse weather and it's influence on the troops and outcome of the battle,
    • more RPG elements in regard to the characters,
    • more focus on logistics and quartermaster activities
    • more focus on religious intrigues
    • more feudalism overall and more peasants and serfs
    • more realistic faction colors and flags

    And finally, the game to based on M2TW/Kingdom map and to look like those ETW/Napoleon map because they look ridiculous!!
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  6. #6
    Hackworthy's Avatar Libertus
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    Default Re: Suggestion for Medieval 3

    Get Stronghold 3. Next Total War game MUST be Dark Ages, something like 800 - 1066 AD.
    Plus, ultra!

  7. #7

    Default Re: Suggestion for Medieval 3

    Castle bays would be nice. You could move crossbowmen or gunners inside the walls, and they'd take turns shooting through the murder holes. Keeps should be usable; often, cities would be captured, but the citadel on the inside would hold out.

    Most cavalry should be able to dismount at will, leaving their horses where they stood. The horses could be killed, captured, or panicked. Also, mounts and riders should have separate health. If the horse goes down, the rider could be injured, unharmed, or possibly killed. The unit card of that cavalry unit would be split in two between mounted and unhorsed troops. If the rider dies, the horse flees.

    When units fight to the death, they should actually fight, and get an attack boost as well.

    Sapping should return, but could be countered by countermining or by buildable moats. Siege towers should be able to hold a unit of missile infantry in the top; the largest towers could even hold some ballistae. Armies should have to construct mangonels and trebuchets at the site of the siege.

    Buildable forts should be able to be upgraded to a motte and bailey, then a wooden castle, and finally a castle. These could retrain troops, but otherwise are mainly for defending frontiers.

    A supply system is needed. I've read Stainless Steel has such a system. Perhaps disease could also reduce a field army's numbers.

    Nomadic factions could have temporary villages instead of fixed settlements. Areas could have a carrying capacity for livestock; after a turn or two, the grass could be eaten up, and you'd have to move or start losing livestock and people. This is one of the most important things that ought to be added.

    Certain types of armor should be highly resistant to certain attacks rather than having a fixed amount of points; for example, plate or mail should reduce the power of slashes to very low levels. However, areas not covered in armor would be vulnerable. This would need a lot of processing power to give each of the thousands of soldiers different body parts to wound, but eh, there's Moore's law.

    Stamina should be based on numbers like morale. Melee attacks generally need to be faster and more efficient, with shield-bashing causing the opponent to flinch, thus making them vulnerable. Attack skill could be added; it would determine how well an attack could get past the enemy's parries and his shield, as well as finding the gaps in armor (if possible for that weapon). Additionally, destructible shields would be nice (like when a pilum hits a shield), as well as deployable pavises.

    Naval combat's an obvious addition. In the middle ages, it would be fierce, with each ship having hundreds of men, crossbows, spears, javelins, and halberds. Perhaps navies could cooperate with armies when attacking island cities; at Tenochtitlan, the conquistadores and their many allies were assisted by fire support from ships they'd disassembled and reassembled in the lake.

    But if nothing else, MAKE. IT. MODDABLE! With modding tools, we can tailor the game to our liking, so the game could originally be accessible and manageable to beginners, but could be modded to be much more complex.
    I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, punctuation, and correct spelling, then copy this into your signature.

  8. #8
    Christonikos's Avatar Centenarius
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    Default Re: Suggestion for Medieval 3

    Quote Originally Posted by Shasqua View Post
    Buildable forts should be able to be upgraded to a motte and bailey, then a wooden castle, and finally a castle. These could retrain troops, but otherwise are mainly for defending frontiers.
    Well, there should be a limit though, because someone could overuse this feature. How many castles could you imagine in a single province? (depends on map scale, of course).

  9. #9

    Default Re: Suggestion for Medieval 3

    Quote Originally Posted by Shasqua View Post
    Castle bays would be nice. You could move crossbowmen or gunners inside the walls, and they'd take turns shooting through the murder holes.
    Doesn't this already happen, at least with towers?

  10. #10

    Default Re: Suggestion for Medieval 3

    Quote Originally Posted by Geoffrey of Villehardouin View Post
    Doesn't this already happen, at least with towers?
    Not at all. Presently, units standing near towers activate the robo-archers inside. What I'm suggesting is moving actual crossbow/firearm units inside the walls, and the units shoot through the loopholes. After one man shoots, he moves aside to reload while another takes his place. When a unit's inside the wall's bay, the back of it would be transparent to the player so they could see and commant the unit.
    I'm a proud member of the Online Campaign for Real English. If you believe in capital letters, punctuation, and correct spelling, then copy this into your signature.

  11. #11

    Default Re: Suggestion for Medieval 3

    Quote Originally Posted by Shasqua View Post

    Most cavalry should be able to dismount at will, leaving their horses where they stood. The horses could be killed, captured, or panicked. Also, mounts and riders should have separate health. If the horse goes down, the rider could be injured, unharmed, or possibly killed. The unit card of that cavalry unit would be split in two between mounted and unhorsed troops. If the rider dies, the horse flees.
    Having stray horses and unhorsed riders would look more realistic but may be difficult to implement. Stray horses would increase the number of units on the battlefield (how else would they be represented?) and would slow down play. Unhorsed riders would be left behind when a cavalry units move on and they would also presumably become a new unit, thus also increasing the total number of units. The same would happen if there were injured soldiers, left behind by their comrades. I expect that for these practical reasons there are no stray horses, unhorsed riders or injured men.

    What may be possible is that instead of every casualty lying flat on the ground (with their horse if cavalry), some horses with "killed" riders could be left standing upright but motionless, and some riders with killed horses could be left standing there dazed and some injured men could be left in a sitting position, but treated otherwise as no longer in play. That would not increase the number of units on the battlefield but it would still not necessarily be more realistic.

    If some clever mathematical person comes along, they could write something such that a subset of lonely horses, riders and men could join a pool that will be represented a single unit but would include a motley of soldiers from the different units and this unit could be allowed to expand to anywhere on the battlefield in some stochastic process. Then these frightened, injured, lost or whatever mix of people and horses could be represented all by just one additional unit, which may not be too much of a burden o the computer. However, it would require new models for non-dead casualties and some computing to merge those men with different unit characteristics into this all-encompassing unit and it would add nothing to play other than maybe a greater sense of realism.
    Last edited by Geoffrey of Villehardouin; June 17, 2011 at 01:16 PM.

  12. #12

    Default Re: Suggestion for Medieval 3

    When you have a vassal, you should be able to train a limited number of units of the vassal.

  13. #13
    mw2xboxplayer's Avatar Senator
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    Default Re: Suggestion for Medieval 3

    I would suggest clearing up the clutter and confusion of assaulting castles/cities when besieging with a large scale of units.

    Whenever my troops scale ladders or charge through the front gate, they always get stuck due to too many units clogging up the pathways and leaving little to no room for movement. Both the AI and my armies will mash together into one big compressed mess and nothing will happen. The armies will just sit there, sometimes jostling or slightly gliding forward without attacking.

    The resulting stagnation is infuriating, and streamlining the besieging process would greatly improve the game.
    Last edited by mw2xboxplayer; June 05, 2011 at 06:37 PM.

  14. #14
    mw2xboxplayer's Avatar Senator
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    Default Re: Suggestion for Medieval 3

    Quote Originally Posted by RubiconDecision View Post
    Part of the cluster and confusion is by design. I'm working with IWTE, and looking at the layout of certain castles. You want to create pinchpoints that prevents a huge army from casually strolling through the settlement. There are deliberate blocks in there to help the defenders...
    True, this does add realism to the game and is historically accurate. However, in my experience the implement of these narrow passages/walls have been more of a hindrance to gameplay than anything else. If the units were able to appropriately function in these close quarters (In reference to their constant glitches and game mechanic errors); then any historical and strategic realities would be acceptable.

    In my opinion, game stability and streamlined combat should come before pinpoint historical accuracy.

  15. #15

    Default Re: Suggestion for Medieval 3

    Quote Originally Posted by RubiconDecision View Post
    Part of the cluster and confusion is by design. I'm working with IWTE, and looking at the layout of certain castles. You want to create pinchpoints that prevents a huge army from casually strolling through the settlement. There are deliberate blocks in there to help the defenders.
    Of course the defenders should heavily defend points where there has been a breach in the fortifications. However, I imagine once a besieging army was through the walls, the siege was pretty much over. Fighting in the central plaza would have seemed pointless. I do not know how many historical cases there were where an army broke through the walls but faced heavy resistance in the central plaza. What you describe makes sense only if there were inner fortifications such as in "citadels" or "fortresses".

  16. #16

    Default Re: Suggestion for Medieval 3

    I can sum all these suggestions into a line : CA should make a holodeck that is going to be used to create medieval earth simulation or CA should make a time machine

  17. #17

    Default Re: Suggestion for Medieval 3

    i just thinked about one thing.I would like for pope more and interesting concept.Deeper personality:Not just allow crusade/not allow but somthing like greedy(give him gold/settelments and he will not interfere in your wars with other catholics or even excommunicate your enemies if you are generous enought) Christian loving(dont know how to name it but basic concept is that when you kill christans you realitations with pope drop very fast),likes XXXX (most of the time his own faction but can be random.All wars against that faction will drop you reputation with him).Also more political power,like asking one faction to attack another(ai most of the time accepts) or making some country the protectorate of pope-if you attack you are excommunicated.Pope is really nice feature and if he would have more power it would be way more interesting.Right now the only point of pope are crusades and civil order,well meybe also standing with other factions.

  18. #18
    Indefinitely Banned
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    Default Re: Suggestion for Medieval 3

    include options in negotiations when ur marrying ur faction heir to a princess that their child inherits both kingdoms; it'll include a strategic element to marriage alliances

    also, more accurate cities and names
    and constantinople settlement should be a unique city in and of itself with sea walls

    on that note u should also have the option to tackle sea and land sieges with many more men

  19. #19
    Fireright's Avatar Campidoctor
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    Default Re: Suggestion for Medieval 3

    My suggestion for Med 3...Get it released pronto!! Absolute scandal we've not had a sniff of a Med game since Kingdoms waaay back in 07.

    A nice gitty dark atmosphere like Med1 and give the kiddywink looking campaign maps of recent games the boot.

  20. #20

    Default Re: Suggestion for Medieval 3

    Life was really cheap in those times: all you ever really needed to raise an army was money because the peasants would risk death at the chance of riches rather than stay in their miserable squalor.

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