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Lets say somthing for a specific TW Game and somthing for TW as a whole.
For me:
a Specific game: Bagpipes for Highland Troops in NTW; the ability to capture enemy Artillery guns for later use
TW as a whole: An attrition system that is caused not just by seasons, but can also be caused by cutting off and surrounding enemy army in a situation where supplies wouldnt get through.
This is all hypothetical of course.
"we have officially entered into pre-whinning about our games."- Cogre
I will always respect differing opinions on here, so long as they are presented maturely and in a civil manner
"No Battleplan ever survives contact with the enemy"- Helmuth Von Moltke the Elder
Im still a supporter of adding armored sumo warrior to STW2 they could come in units of 10 (like the current hero units) they would double weild katanas and charge in to the fray to tear up any unit.
"Two years war and no conquest? The little province of Upper Canada holds out two years against the whole force of democracy? This is very grating," - Nathan Ford, a local official in New York State.
"Just because you lose doesnt mean you surrender" - Stephen Colbert
Where there's a whip, there's a way.
I have never retreated in a strategy game, I just attack in the opposite direction.
A better attrition system would be cool. I remember in Rome you would lose men while crossing the deserts. I thought that was cool.
I'd like to see a return of land titles from MTW and the ability to name your heir. So frustrating in Medieval having to kill off heirs you didn't like.
Coulda' swore I joined this forum like 5 years ago.
This is an extreme version of unit customization. I want to be able to set the weapon type, armor type, unit stats, unit abilities of a unit and the system would give a value to my custom unit.
Let's say in Shogun, you start with a peasant. Add a Naginata, no armor, 2 points of morale, 6 points to attack, 2 points to defense and you get your custom unit at xxxx Kuko and $$$ upkeep.
In Empire, you start with Militia. Add 25 to accuracy, 3 to morale, 15 to melee skill and you get another custom unit.
I always wanted to have a cohort of Arcani in Rome with larger numbers and slightly better defense. I was willing to pay extra to have them and it kinda sucked not to (by the time u get to recruit Arcani you would be filthy rich). I used to mod my games to create such things but I could never balance the price properly.
Better Diplomacy, Prestige/Influence victory
People say better AI, I say better diplomacy. Create a great AI is next to impossible. Creating a great diplomacy is doable (Civ series, Paradox games). I want to have allies that will go thru the bitterest trials without losing their aid. I want backstabbing to ruin the game (no more free trade rights, no truce, no easy alliances, etc). I want other factions to unite once steamrolling begins (kinda achieved in S2).
Another thing I want to import from Civ is their influence/prestige system. TW should always be about war and expansion, but I want to see that culture matters.
Faster army movement, slower/realistic unit recruitment
Moving an army from Sicily to Rome through friendly/own regions took 2 to 3 year. While you can create a a full stack of super soldiers in ~5 turns with no limit on the number of cohorts/legions (late game).
I want crossing thru own regions to be noticeably faster. I want crossing hostile regions to be noticeably slower (need to have supply lines or extreme attrition will occur). I want upkeeps of "professional" armies to be crippling while militia to be dirt cheap. I want training higher tier soldiers to take long periods and to be limited in number (based on population, tech level, number of regions, etc).
Bring back region specialization
Med 2 had lots of unbalances. But having cities vs castles is the single coolest "new" feature in Med2.
Some mods (Realistic Recruitment, Stainless Steel, etc) even took this specialization further and made city recruited units (Militia) free of upkeep (or cheap upkeep) while in cities but made them more expensive and less useful outside cities (lower morale and stats). Only "professional" armies were able to have good performance in open fields and sieges.
Traits making sense
Again this is a feature inspired by the excellent mods for Rome and Med2. If an army stays in hostile regions for more than 2 turns the army starts losing a morale point per turn until (low on supply trait) it returns to own region or conquers current region. If any army marches 100% of its movement points every turn then the army becomes "fatigued" and units are slower to react to orders. Europa Barbarorum, Roma Serructum, Stainless Steel, Broken Crescent, etc have experimented with those (scripting actions into traits) and it made the games much more engaging.
Check out the self-proclaimed Best Guide for Rome 2!
A campaign that would let me to start as a small manor chief/lord and rise to become King or Emperor of a country or world region. Let me fight my neighbors over water rights and grain fields, suck up to or fight the region's lord, get promoted or capture a better rank, and ultimately challenge whomever the ruling lord or king happens to be. Maybe a Risk style map to begin but certainly a TW campaign may in the end. All battles on a map set for the season of the year, and the terrain in place.
"The two most common things in the universe are Hydrogen and Stupidity." - Harlan Ellison
"The right to be heard does not automatically include the right to be taken seriously." - Hubert H. Humphrey
"Never argue with an idiot. They will only bring you down to their level and beat you with experience.” - George Carlin/Mark Twain
“Those who cannot remember the past are condemned to repeat it.”–George Santayana, The Life of Reason, 1905.
In the next game that has a north african faction we can have special units of monkeys armed with spearguns which we can use to destroy all opponents. :cool:
"Two years war and no conquest? The little province of Upper Canada holds out two years against the whole force of democracy? This is very grating," - Nathan Ford, a local official in New York State.
"Just because you lose doesnt mean you surrender" - Stephen Colbert
Where there's a whip, there's a way.
I have never retreated in a strategy game, I just attack in the opposite direction.
A campaign that would let me to start as a small manor chief/lord and rise to become King or Emperor of a country or world region. Let me fight my neighbors over water rights and grain fields, suck up to or fight the region's lord, get promoted or capture a better rank, and ultimately challenge whomever the ruling lord or king happens to be. Maybe a Risk style map to begin but certainly a TW campaign may in the end. All battles on a map set for the season of the year, and the terrain in place.
I like this I would also like Rome 2 with all roman factions as one until civil war that made Octavian Emperor.
Did anyone watch time commanders? in one episode I noticed a gladiatorial fight in an arena (can't remember which one)
This would be a good start 1 v 1, 2 v 2, any v's any etc. Then leading to the rise of Spartacus and the rebelion, and so on.
There's so many ideas for a new rome II.
Would be fantastic.
Any other thoughts on this.
but seriously, more internal conflict in factions, nobles trying to gain power by undercutting the national leader, being able to aid those nobles in other factions, setting up new a new, friendlier dynasty in another faction, something like that
Comments
"Just because you lose doesnt mean you surrender" - Stephen Colbert
Where there's a whip, there's a way.
I have never retreated in a strategy game, I just attack in the opposite direction.
- Report
0 · Disagree AgreeI'd like to see a return of land titles from MTW and the ability to name your heir. So frustrating in Medieval having to kill off heirs you didn't like.
- Report
0 · Disagree AgreeThis is an extreme version of unit customization. I want to be able to set the weapon type, armor type, unit stats, unit abilities of a unit and the system would give a value to my custom unit.
Let's say in Shogun, you start with a peasant. Add a Naginata, no armor, 2 points of morale, 6 points to attack, 2 points to defense and you get your custom unit at xxxx Kuko and $$$ upkeep.
In Empire, you start with Militia. Add 25 to accuracy, 3 to morale, 15 to melee skill and you get another custom unit.
I always wanted to have a cohort of Arcani in Rome with larger numbers and slightly better defense. I was willing to pay extra to have them and it kinda sucked not to (by the time u get to recruit Arcani you would be filthy rich). I used to mod my games to create such things but I could never balance the price properly.
Better Diplomacy, Prestige/Influence victory
People say better AI, I say better diplomacy. Create a great AI is next to impossible. Creating a great diplomacy is doable (Civ series, Paradox games). I want to have allies that will go thru the bitterest trials without losing their aid. I want backstabbing to ruin the game (no more free trade rights, no truce, no easy alliances, etc). I want other factions to unite once steamrolling begins (kinda achieved in S2).
Another thing I want to import from Civ is their influence/prestige system. TW should always be about war and expansion, but I want to see that culture matters.
Faster army movement, slower/realistic unit recruitment
Moving an army from Sicily to Rome through friendly/own regions took 2 to 3 year. While you can create a a full stack of super soldiers in ~5 turns with no limit on the number of cohorts/legions (late game).
I want crossing thru own regions to be noticeably faster. I want crossing hostile regions to be noticeably slower (need to have supply lines or extreme attrition will occur). I want upkeeps of "professional" armies to be crippling while militia to be dirt cheap. I want training higher tier soldiers to take long periods and to be limited in number (based on population, tech level, number of regions, etc).
Bring back region specialization
Med 2 had lots of unbalances. But having cities vs castles is the single coolest "new" feature in Med2.
Some mods (Realistic Recruitment, Stainless Steel, etc) even took this specialization further and made city recruited units (Militia) free of upkeep (or cheap upkeep) while in cities but made them more expensive and less useful outside cities (lower morale and stats). Only "professional" armies were able to have good performance in open fields and sieges.
Traits making sense
Again this is a feature inspired by the excellent mods for Rome and Med2. If an army stays in hostile regions for more than 2 turns the army starts losing a morale point per turn until (low on supply trait) it returns to own region or conquers current region. If any army marches 100% of its movement points every turn then the army becomes "fatigued" and units are slower to react to orders. Europa Barbarorum, Roma Serructum, Stainless Steel, Broken Crescent, etc have experimented with those (scripting actions into traits) and it made the games much more engaging.
Total War: Rome 2 - Beginner's Guide by Dark Side
Total War: Rome 2 - Guide to Guides by Kurkistan
Total War: Shogun 2 - Dark Side's Economy Guide
Total War: Shogun 2 - Guide to Guides
Alea iacta est - The die is cast
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0 · Disagree AgreeForum terms and conditions
Technology Discussion Section
How not to assemble a PC
Google-fu, the best skill in solving technical issues.
Faibo waipa!
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0 · Disagree Agree- Report
0 · Disagree Agree- Report
0 · Disagree AgreeIt was brought on by this video http://www.youtube.com/watch?v=lv84t6TlndU&feature=related
In the next game that has a north african faction we can have special units of monkeys armed with spearguns which we can use to destroy all opponents. :cool:
"Just because you lose doesnt mean you surrender" - Stephen Colbert
Where there's a whip, there's a way.
I have never retreated in a strategy game, I just attack in the opposite direction.
- Report
0 · Disagree Agree- Report
0 · Disagree AgreeThis would be a good start 1 v 1, 2 v 2, any v's any etc. Then leading to the rise of Spartacus and the rebelion, and so on.
There's so many ideas for a new rome II.
Would be fantastic.
Any other thoughts on this.
- Report
0 · Disagree Agreecustom factions:p
but seriously, more internal conflict in factions, nobles trying to gain power by undercutting the national leader, being able to aid those nobles in other factions, setting up new a new, friendlier dynasty in another faction, something like that
- Report
0 · Disagree AgreeReal-life visible P.O.Ws that you can forcibly recruit, ransom, or execute later.
Renaming towns or regions (Such as changing Byzantium to Constantinople)
Mixed in horse colours for the cavalry
CONSCRIPTION, ANYTIME ANYWHERE!
Supply lines and better attrition
- Report
0 · Disagree Agree