[Discuss] Pledging Ransom
psymann
psymann at hotmail.com
Fri Apr 4 11:15:09 CEST 2008
jmadsen1 at juno.com wrote:
> I like this idea, so I'm posting again
Indeed, why not. I've found (not in BM yet) that sometimes I have to
make the same suggestion about 6 times over the course of a couple of
years before it hits home ;-)
Somehow I did completely miss this - and not because of it being amongst
general/marshal or duchy-change posts, since I have all my posts
threaded, and just clear thread-by-thread if I don't want to read them.
> My idea has two parts:
>
> 1) All prisoners are captured by someone specifically
>
> If you capture a prisoner, he is "yours" - any ransom money goes to you. Perhaps you can even control the ransom amount?
This sounds like a good idea. To expand on it, I'd add:
- capturee always has a chance each day to escape no matter what type
- capturer has the option to send the capturee to the judge in order to
hold him without that chance to escape
- if capturee is of a profession that gives him a chance to escape from
the judge, that's kept, and he just has a higher chance to escape from
the capturer
- capturer has option to set the ransom, which means if he's happy to
let the capturee go for next to nothing, but gain a little gold, that's
ok. And because the ransom is set by the characters, it's likely to be
of a sensible size.
- capturer can't do torturing, so if he wants that done, again he must
send the capturee to the judge
So - the capturer has limited ability to hold a prisoner and demand
ransom. If he can't be bothered because he wanted a lightweight game,
and this is too complicated, he just sends to the judge, or leaves the
default ransom and waits for the noble to do his time or escape. The
judge still has more facility for dealing with prisoners, since he can
hold more securely, and torture.
> 2) What do you think about an option for "attack for prisoner capturing" - a unit setting
Lovely. I'd add it to my little collection of suggestions for altering
unit settings so that you can actually roleplay your unit in battle more
effectively.
http://news.battlemaster.org/archives/discuss-moderated/2007-November/013940.html
There was also a suggestion that spawned from a discussion around that
time, that you should be able to capture banners rather than them just
being lost - and captured banners could be taken back to the capital (or
other region) for added prestige (and maybe region morale boost if they
hated the enemy). Again, that could be a unit setting.
So, with all those together, your settings could be:
murderous/aggressive/normal/defensive/evasive
line/box/wedge/skirmish
front/middle/back/rearguard
tight/middle/loose (/default=middle)
quick/middle/slow (/default=middle)
ordered/normal/autonomous (/default=normal)
percentage of men in the rear: X% (/default=10%)
try to capture banners: Y/N (/default=N)
try to capture nobles: Y/N (/default=N)
This way, you have far more chances to roleplay your unit in battle -
something which at the moment hampers roleplay, because your
roleplayed-as-timid unit runs to the front and kills everything, or your
roleplayed-as-brave unit is the last into battle, does little damage and
loses few men.
The defaults for all the new options mean that someone who wants a very
lightweight game can get it, and the maths would be set up so that
default was always at least an "ok" tactic. The optimal might be a
little away from default, but you could also deliberately choose
sub-optimal tactics if that suited your type of troops.
psymann
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