Reply To: [Beta] Ranged hit chances / damage are just insane

#19812
Wargasm
Participant

I don’t get your point at all. You want to get higher money and equipment rewards for higher difficulty? It’s just wrong all the ways term “Difficulty” means. When you play FPS game and choose “Hard” difficulty, you choose it to make game more challenging or to get more guns? Reward for choosing higher difficulty is more challenging gameplay, like if you choose “Insane” difficulty you should be ready to get wrecked, if it’s not what you want, just choose lower difficulty. The difficulty of game process is itself the reward for person who wants it. By getting higher rewards you actually lower the difficulty, so, to justify higher rewards you should increase power of enemies and that’s endless loop.

The other point of this may be that game is mush more dependent on RNGs than tactical decisions, and because of it high difficulty doesn’t let you get result equal to efforts you put in the battles. But to balance this you have to lower RNG influence and make AI smarter to give more challenge. And a lot games are balanced around this. But, as I know, Battle brothers have same AI on all difficulties, so difficulty of game is actually balanced around numbers, income, enemy levels and so on. And that’s how it works, you get lower rewards because you have chosen higher difficulty.

No one said anything about higher rewards on higher difficulty levels (versus on lower difficulty levels). But difficulty comes in many potential varieties (availability/affordability of weapons/armour/supplies/repairs/healing, and amount of enemy parties and their numbers/equipment and troop types). Difficulty could also come in the form of the stats and perks of enemies faced, but these things seem to be identical at all difficulty levels. What we were both saying, I think, is that it should be quicker and easier (on all difficulty levels) to build/repair/heal, but that the pervasiveness/numbers/equipment/skills of enemies faced at each level should be increased. That way, the greater challenge faced at higher levels would emphasize the more enjoyable aspects of the game, rather than the more tedious aspects (e.g. waiting, retreating, running petty errands).