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Michael Curl




Location: Northern California, US
Joined: 06 Jan 2008

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PostPosted: Sat 19 Mar, 2011 11:18 am    Post subject:         Reply with quote

Jason Henry wrote: "Talking about mercenaries, basically the premise is you are a hired arm with no true allegiance earning coin from battle, acquiring better equipment for your character and improving their skills in combat. This is from what I understand, what the hundred year war evolved into because the death of so many nobles, both sides had to start hiring mercenaries to keep their campaigns going."

Well, many mercenaries were nobles. Its fine for game purposes but most mercenary captains that I have heard of were usually nobles, generally 3rd sons or princes from small kingdoms like Montiferro (I"m probably spelling that wrong). It wasn't dead mercenaries as much as it was the increased size of armies, the superior skill of hired troops as opposed to feudal levys, and the restrictions imposed on warfare by feudal contracts. Mercenaries were more dependable, competent, and would stay in the field indefinitely as long as they were paid.

I have heard that most feudal terms of service were only for about 45 days a year or so, thus it was very difficult to actually keep a campaign going and frequently (William the Conquerer did this) you would have to hire your feudal troops to serve longer ("My 45 days is up, I don't owe you anymore so unless I'm getting paid for this I"m going home") thus the line between mercenary and feudal knight was extremely blurry.

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Chad Arnow
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PostPosted: Sat 19 Mar, 2011 12:29 pm    Post subject:         Reply with quote

Michael Curl wrote:
So to simplify what I just said, while not historical, it is educational and historical in a different kind of way and I think it should be included anyway, least you have no idea who is on your side and who isn't.


It depends on what you're trying to educate people on. Happy Today, we're very used to the volunteer, national-government-run army with a uniform (or set of uniforms). Back then, that would have been a weird concept in many parts of Europe. The armies, at least in the early stages of the 100 Years War, were very much feudal armies cobbled together out of a complex system of personal obligation in the case of the nobles and many knights, and filled in men at arms and other soldiers hired for their skills or obligated to a feudal overlord in some way. Because there was no standing army, there was therefore no concept of a uniform as we're so used to nowadays.

I get that it will make the gameplay very easy and cut and dry to do team colors But it doesn't fit history in this case. Happy Jason will have to decide where to go with that dichotomy. I suspect he'll opt for something close to team-based colors because it makes friends and foes obvious. It's what armies and sports teams do now and makes perfect sense now. It might be a departure from history that he finds advantageous or necessary.

I just hope for the day when someone will show a medieval battle in a film or game that has a field full of all the bright, mis-matching colors that would have been present.

Happy

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PostPosted: Sat 19 Mar, 2011 12:42 pm    Post subject:         Reply with quote

Jason Henry wrote:
Talking about mercenaries, basically the premise is you are a hired arm with no true allegiance earning coin from battle, acquiring better equipment for your character and improving their skills in combat. This is from what I understand, what the hundred year war evolved into because the death of so many nobles, both sides had to start hiring mercenaries to keep their campaigns going.


I don't think it would have been uncommon for mercenaries to wear the colors of whoever hired them. So if the group of mercenaries were all working for the same person, colors and emblems that match the hiring person's coat of arms would probably be appropriate. It might be fun if the game involved changing allegiances.

Imagine this: a group of players switch allegiance from Duke X to Count Y, changing their colours. Later, they face the forces of Duke X and have to remember that their foes are wearing a color they used to wear. Is the guy in blue friend or foe? Happy

Regarding the 100 Years and mercenaries, in the early stages you're talking about setting your game in, I don't remember a lot of hired help except missile weapon specialists (archers, crossbowmen, gunners). The French bore bigger losses among the nobility than the English. But when a noble dies, someone typically inherited that position or was elevated to it by the king. The death of a noble wouldn't spur a hiring bonanza in the mercenary marketplace by itself. Large numbers of deaths and defections among lesser knights, non-knighted men-at-arms and foot soldiers might. My recollection is that mercenaries never formed the bulk of any army at major battle of the 100 Years War.

Out Features page has articles on 3 of the 100 Years War battles. While they're pretty general, they're worth looking into.

Happy

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Simon G.




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PostPosted: Sat 19 Mar, 2011 5:33 pm    Post subject:         Reply with quote

Quote:

The only alternative I see would be to have like 10 lords on each side with their own heraldry and then the players would just simply memorize which is which but even that wouldn't still be perfectly correct.


I think that would be a good idea. In Mount & Blade it works this way, but you can switch overhead coloured names on/off if you want to have a clearer indication of who's on whose side. IMO this is a great solution, perhaps the best.

An alternative would be using a symbol per "team", but smaller than a whole couloured garment would be. During the Hundred Years War, such symbols were sewed on their garments among the infantry (although it probably wasn't all that "uniform") : a red cross for England, a white cross for France and a red saltire for Burgundy. If I'm correct, those symbols would be about 10-20cm high/wide, perhaps larger on some. Anyway they probably were recognisable at a distance to a degree, else they wouldn't have been very useful. In game, the use of such symbols would provide a uniform symbol for one team, but would force one to look closer than with red/blue garments.

In my opinion this could be an interesting solution, and more historical-ish. What would be interesting would be to see a game recreating, to a degree, the chaos that a battlefield without uniforms must've been. One probably had to keep track of the dynamic of a battle and sometimes (if not often) act on instinct and hope he was right. IMO this could make battles much more intense in a game.

To placate players who would find this too difficult, a switchable overhead symbol/name could be added as in M&B.
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Jason Henry




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PostPosted: Sat 19 Mar, 2011 6:27 pm    Post subject:         Reply with quote

Well the two choice are:

-Terminator visual indicators hovering over peoples heads indicating friend or foe with freedom of heraldry/colors.

-Team based colors, no terminator indicators, loss of background color heraldry customization, but retains freedom of coat of arms.

I personally thing the latter is the lesser of the two evils, for the simple fact, while you do lose some historical accuracy you retain the key component this is all shooting for immersion.

Not having the indicators also makes it harder to distinguish friend from foe something I imagine not easy in medieval warfare, increasing the drama of the situation with friendly fire.

Note: The reason the first way doesn't work with the indicators turned off is because the game is going to have custom heraldry per player, making is impossible to tell friend from foe unless you someone knew every person in the battle and had their heraldry memorized.
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Colt Reeves





Joined: 09 Mar 2009

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PostPosted: Sat 19 Mar, 2011 7:45 pm    Post subject:         Reply with quote

I can see where trying to do it for real could be a problem.

"Ok guys, for the woodland battle there are going to be two hundred different coat of arms present. Under each of these lords will be twenty to fifty different guys all wearing the same coat of arms, but with variations you'd expect from each of them getting their own gear from different sources.

You know what to do, change up the color tone and stuff so it looks like this guy had his done professional and this poor guy had his mother make his.

Oh yeah, remember to make some guys without an coat of arms too, say another sixty or so variations there.

And can you have that by Tuesday?"

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Halters for the silly neck that cannot keep a crown.
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Christopher VaughnStrever




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PostPosted: Sat 19 Mar, 2011 9:20 pm    Post subject:         Reply with quote

I was wondering what systems this game was being developed for? Only the Computer? or is the PS3 a possibility? I sure do hope so....

I don't know if this is in the plans, though I could see a huge curve for online play regarding this title; such as building your characters suit of Arms, being able to then take on additional soldiers (A bit of a clan setup at this point) And having wars between clans. At stakes for such small skirmishes would come rewards of more funds/food/anything that profits the characters growth. Developing Alliances with other clans so that full Alliances can create an actual full war scenario. This aspect could become quite enveloping seeing as some would betray an alliance to benefit their alternative goal. Clans would separate upon job class, clans would need to create alliance due to the fact the a properly evenly supported job class across the board would be needed to deal with different scenarios. Man this sounds cool.... thought I would throw it out there.

Oh and its needed by Monday Colt. J/K I liked your post.

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Jason Henry




Location: South Florida
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PostPosted: Sun 20 Mar, 2011 5:11 pm    Post subject:         Reply with quote

Christopher VaughnStrever wrote:
I was wondering what systems this game was being developed for? Only the Computer? or is the PS3 a possibility? I sure do hope so....

I don't know if this is in the plans, though I could see a huge curve for online play regarding this title; such as building your characters suit of Arms, being able to then take on additional soldiers (A bit of a clan setup at this point) And having wars between clans. At stakes for such small skirmishes would come rewards of more funds/food/anything that profits the characters growth. Developing Alliances with other clans so that full Alliances can create an actual full war scenario. This aspect could become quite enveloping seeing as some would betray an alliance to benefit their alternative goal. Clans would separate upon job class, clans would need to create alliance due to the fact the a properly evenly supported job class across the board would be needed to deal with different scenarios. Man this sounds cool.... thought I would throw it out there.

Oh and its needed by Monday Colt. J/K I liked your post.


Right now we are focusing on a PC release, it is not ruled out that it could be released the console latter down the line.

What you are describing is something of a persistent world where people battle over land/resources, this game is not going to have that but individual servers where people battle on, but we will have clan support.
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J. E. Hyväri




Location: Finland
Joined: 17 Feb 2011

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PostPosted: Tue 22 Mar, 2011 7:22 am    Post subject:         Reply with quote

First of all, I would like to commend you on the willingnes to build a game that is based on history and historical combat. An exellent choise. It may represent some problems, but sometimes compromises have to be made.

I have trained both historical swordmanship of Italian and German lonsword and also participated in re-enactment type of fighting for some ten years now. My assesment would be, that while I do agree with people here about the fact that swords and other sharp weapons were mainly used against openings of the opponents armour (even maille) or padded panzer there are also attacks against armoured bodyparts like gauntlets, not so much to cause physical trauma, but rather to give an opening in the defence of the enemy. However there is no need for all the multiple techniques in the codexes and mastertechniques of Lichtenauer tradition nor those of Fiore dei Liberi. They are the masterworks of experts of their own time. In my opinion most warriors would have been skilled in a number of attacks and defences, but the masters, whose works we today have left, wrote about all the possible techniques to win the average swordsmen. (Average here meaning everything better than lacking in skill and worse than an expert.)

I am by no means wery knowledged about the 100-years war, but in many European medieval conflicts the common soldiery might adopt a combat recognition symbol just prior to battle. Sometimes this would be just sraws somewhere visble in their gear or a rag or band of cloth of certain colour. Also the accidental attacks on allies are not unknown during medieval warfare due to misinterpreting heraldry. Infact there are even battles where the outcome was seriously affected by this. Coloured surcoats is a problem, since most soldiers of the mid 14th century did not use heraldry or even surcoats.

I must admit that to my humble taste the Mount and Blade is a game realistic enough. The one thing that annoys me in it, is that the lances do not brake on impact.

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Jason Henry




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PostPosted: Sat 26 Mar, 2011 5:36 pm    Post subject:         Reply with quote

Progress is going well, but we need more manpower, if there are any programmers interested in joining we could use you. If interested send me a PM.
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Jason Henry




Location: South Florida
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PostPosted: Wed 13 Apr, 2011 4:57 pm    Post subject:         Reply with quote

I wanted to keep you guys in the loop, so here's a quick update.

The planned system we have for sword is a customization system where you choose the Oakeshott's typology of the blade and handle (consisting of the cross-guard, grip, and pommel). The handle and blade combination determines the center of balance, how many hands it supports, weight, and aesthetic preference. So you can mix and match different blades and handles to suit your own play-style.

Is there a good typology system for others weapons (maces, axes, polearms, etc.) that fit the 14th century? I've seen typology for viking era spears and axes, but not later examples.
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Quinn W.




Location: Bellingham, WA
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PostPosted: Wed 13 Apr, 2011 7:23 pm    Post subject:         Reply with quote

That's great you hope to make the different sword types have different stats. I'm thinking back on most (if not all) auto racing games where adding things like spoilers and hood scoops were entirely aesthetic additions, when in fact on real race cars those are added for a reason.
Obviously there won't be as big of a difference between different kinds of swords as, say, a sword versus a mace, but for those who really want to fine tune their warrior, more options is always good.

"Some say that the age of chivalry is past, that the spirit of romance is dead. The age of chivalry is never past, so long as there is a wrong left unredressed on earth"
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Jason Henry




Location: South Florida
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PostPosted: Sat 16 Apr, 2011 12:07 pm    Post subject:         Reply with quote

Indeed, customization is a big deal for us and we want players to feel like their character is unique.
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Kalle Kylmänen





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PostPosted: Tue 03 May, 2011 2:26 pm    Post subject:         Reply with quote

Just some nonsignificant ramblings from a dilettante, but anyway:

How about using battlecries to help identification? I don't have any sources to cite, but I hear that at least the Swedish army in the 30 years war kept shouting some motto in the thick of the fighting to help the distinction between friend and foe. Such a simple practice could very well be as old as organized warfare itself. But again, I am no expert in this field, especially in this company.

With most players being limited to only two speakers, the accurate direction of the sound probably wouldn't be perceivable, and suffice as a identification by itself. But Instead the player could shout a battlecry that would result in a visual signal on the players character for the duration of the shout. The problem I see in this would be some loss in immersion, if for example a players livery would change colour for a moment. Though some might thing identification (beyond livery badges) is not period Big Grin
I think the option can be left to the gamers, wether they want to choose the names over the players, team colors on livery or something else. These can be then forced by the servers, and likeminded players eill find each other and enjoy the game their way. Or you will come up with some other, ingenious solution Big Grin.

Jason Henry wrote:
Players must defend themselves in the direction of the swing by moving the sword to "displace" the blow.
This is sounds like a major improvent over static blocks mostly seen in video games. I hope the system will include historical counterattacks that can be made from the parries with correct timign and attack direction.

Speculating the combat system also made me wonder about the role of close work in the combat system. Wrestling an armoured opponent to the ground seems to be a common approach in the the techniques of medieval armoured combat we are aware of. If a player would have an opportunity to do somekind of "grapple" move, it could, when successful, emphasize the difference in fighting an armoured opponent. A less heavily armoured character could naturally get up more easily thus making grappling less effective. It doesn't need to be complicated, but It would be a historically correct, immersive feature enriching the gameplay mechanics.

Also I wanted a pretext to post and say good luck. To me it sounds like your making an awesome game.
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Jason Henry




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PostPosted: Wed 11 May, 2011 7:04 pm    Post subject:         Reply with quote

Interesting concept on the shouting mechanic. We'll definitely let server admins set the server rules the way they want for a certain play-style.

Our "active parry" mechanic will feature historical counterattacks, by using an attack to defend as well as attack at the same time. Static parries were an undesirable way to defend yourself if you had the choice because it didn't stop the opponent from attacking directly after that parry.

Wrestling mechanic will most likely be not included for the simple fact that it wouldn't be fun from both players perspective especially the person locked into the grapple move. There will be a weapon push, pommel strike, shield bash if you wish to attack differently. A cinematic death system (featuring grapple kills/armor) is a possibility depending on how much time the animators have before release.

Thanks for the support!

Here's a random pic:

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Sam Gordon Campbell




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PostPosted: Wed 11 May, 2011 8:37 pm    Post subject:         Reply with quote

I'm looking forward to its release.
Maybe, since we've been so helpful, we could get a discount when it comes out? Wink

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Scott Hrouda




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PostPosted: Thu 12 May, 2011 9:06 am    Post subject: Re: Designing Historical Video Game         Reply with quote

Jason Henry wrote:
Hi everyone,

We at Berserk Games are creating a first-person, multi-player, medieval, action game (yes a lot of adjectives) set during the hundred year war, which will feature historical accuracy of combat technique, arms & armors, and real to life injuries and damage system. The goal is for this to be the most immersion combat experience and feature a very skill-based multi-player combat. The players will be a mercenary hired by the House of Valois or House of Plantagenet where you earn currency to buy better equipment and progress your character, but with the same advantages and disadvantages actually experienced...

I've been following this thread with great interest and anticipation. Happy

Referring back to your original post, I'd like to offer a reading suggestion for you and your team (OP bolded for emphasis). Medieval Mercenaries: The Business of War by William Urban is a delightful read that I believe could help flesh out the background and setting for your game, create the right feel and thus allow the players to fully immerse themselves into your creation.

...and that, my liege, is how we know the Earth to be banana shaped. - Sir Bedevere
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