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Thread: GameSpot Designer Diary: Mission Design

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  1. #1

    Default Re: GameSpot Designer Diary: Mission Design

    Quote Originally Posted by Little Legioner
    Personaly, i dislike this mission's. Pope, Nobles, Guilds... There are too many sides that demanding something from you. I guess it'll kill free gameplay in campaign if we approach the subject at long term.

    Just an example: You decided to capture a strategically important rebel settlement named A. You prepare your troops march upon the city but whoops Nobles demand from you to capture lesser important city B. Your strategy can easily disturb by them. So, besides the Pope why should we deal with everybodies "i want this, i want that" tasks.

    I know this issue from Rome. You go to north with Julii against Gaul but Senate wants go somewhere else. Just boring...
    Not boring at all, but rather a reflection on the balancing act a medieval king had to perform to keep his throne. Merchants, nobles and the church all want their own way, and they're rarely the same....might force the player to make tough choices - which I like. Very few games ever put the player in a situation where he has to choose, and none of the options are very palatable. Planescape: Torment was one
    "I request permanent reassignment to the Gallic frontier. Nay, I demand reassignment. Perhaps it is improper to say so, but I refuse to fight against the Greeks or Macedonians any more. Give my command to another, for I cannot, I will not, lead an army into battle against a civilized nation so long as the Gauls survive. I am not the young man I once was, but I swear before Jupiter Optimus Maximus that I shall see a world without Gauls before I take my final breath."

    Senator Augustus Verginius

  2. #2
    Member Member Denizar's Avatar
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    Default Re: GameSpot Designer Diary: Mission Design

    I really liked the fact that:

    The player will also receive demands or requests from other factions. These can come from individuals within the faction, seeking external help to further themselves within the faction, or from the faction as a whole.
    So the heir of a faction can ask us to kill - assassinate the king, so that he can take the throne. I wonder if this is going to create a relationship not just between factions but between you and certain members of the factions too. So when you kill the king of an enemy faction, and the heir who gave you the mission succeeds the throne, will he become your ally, or at least neutral to you?

  3. #3
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: GameSpot Designer Diary: Mission Design

    Quote Originally Posted by Denizar
    So when you kill the king of an enemy faction, and the heir who gave you the mission succeeds the throne, will he become your ally, or at least neutral to you?
    If he doesn't change his stance toward you after asceding, then those sorts of missions will be the first ones universally ignored. If there isn't a reward beyond 2000 florins (or whatever), then some jobs simply are not worth it. To my assassins at least
    Last edited by Tamur; 09-28-2006 at 18:34.
    "Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller

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    Bland Assassin Member Zatoichi's Avatar
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    Default Re: GameSpot Designer Diary: Mission Design

    Quote Originally Posted by Tamur
    If there isn't a reward beyond 2000 florins (or whatever), then some jobs simply are not worth it. To my assassins at least
    Yep, my assassins won't get out of bed for less than 3000 florins...

  5. #5

    Default Re: GameSpot Designer Diary: Mission Design

    I wonder what missions the Templars will give you.

    "Hey! You got a few thousand florins in store if you go kill Muslims. Or establish a bank. Either one is fine."
    Its not flooding if you have something good to say.

  6. #6
    Member Member Polemists's Avatar
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    Default Re: GameSpot Designer Diary: Mission Design

    based on a set of criteria, such as the best available target for the mission, time since this mission was last given, time in the game, the mission giver's attitude to the player, and the player's current assets (for example, money, available agents, and so on). The result is that the player gets an interesting set of varied, achievable, and relevant missions throughout the course of the campaig

    i like this part alot myself. It shows me that this won't be like, "Attack greece where you have no men." It sounds like your going to get missions where you have resources, and capabilites and it will make sense.

    Also for those of you wanting less missons. Keep in mind that while there might be penalties, there is no pope if your orthodox. I havn't heard if there is a council of nobles if your muslim, but I'm gonna doubt it.

    So if you play one of the factions of Turks, Almohad, Egypt, then your only missions will probably be ones you want.

    Also with guilds keep in mind only guilds you try to attract and build a chapter house for are going to give quests. If you never establish the merchant guild, they won't have power.

    I like this alot as a economic mechanism beneath the game. Allowing a organized group of any kind, merchants, explorer's what have you. Gives you benefits but also allows them to have more poltical sway. On other hand if you never let them in your sole ruler, but you don't get there benefits.

    In end though I agree with others, this isn't rome, the mission givers won't suddenly start giving you worse and worse ultimatiums as they think your gaining more influence. You are already the king. I assume like most people say if your people are ready to revolt, or if you defy the pope alot reprecussions will be more harsh.

    II do like the whole heir ask you to help him idea. However I would keep in mind that so far while it looks better it does not look elaborate. Though only two missions are shown. Problems with in faction might be as simple as asking you to hel them take one of there rebel towns and giving you cash for it.

  7. #7

    Default Re: GameSpot Designer Diary: Mission Design

    I'm not too sure about this, it depends how necessary it is I suppose. If taking missions is necessary for maintaining a stable country then I'll be less than impressed, this is the sort of managment I really don't like doing.
    I found too much of my time in Rome was distracted away from miltiary logistics by worrying about whether or not my people had adequate access to public health or enough places to worship or enough population growth, or whether I was popular with the people, or whether I was popular with the senate. I'm just not interested in that and adding the worry managing my popularity with guilds as well is not excatly what I considor an improvment to gameplay.

    Hopefully I'll be able to concentrate on my military in Medieval 2, like I could in MTW and STW, and these extra factors will simply provide a greater level of control for those who really want to get their hands dirty managing a country.

    I though this was a wargame?

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