Topic: Few questions about strategic and tactical parts of the game

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  • #1646
    Avatar photozolw

    As the battle demo gives a fairly good (and exciting) view of what to expect from the tactical part of the game, most of my questions focus on the strategic map part of the game and the design choices you guys have taken, or will take.
    1) It is quite clear from lets play videos you posted so far that different factions will have their own, often conflicting agendas and will try their best to follow them.
    My question is how is it going to pan out without player’s direct interference? Lets say 2 villages are trying to trade to get richer and grow and bandits or orcs have a camp between those villages and try to loot their caravans. If the player is busy on the other side of the map, or for whatever other reason is not directly involved, would orcs/bandits always win, is it more random, are there going to be different starting sizes of the human settlements therefore different guarding forces?
    2) We were able to see in the video that there are going to be quite a few non-combat contracts available (taking the message, scouting etc.) Is it going to be a viable option at the beginning of the game to run a few of those to get money for better equipment for your brothers before you try to get them into combat?
    One question I still have concerning tactical part is are you planning on having any perks, either increasing number of action points or decreasing the ap-cost of 2-handed weapon attacks that would enable 2 attacks per turn? Don’t get me wrong, I am not really calling for it. I am just curious if it is planned as at the moment this is probably the decisive factor for me shying away from 2-handed weapons in the demo. I very rarely give it to more than one brother.

    Avatar photoAsterix_von_TWC

    I really agree about the lack of appeal of 2-handed weapons at the moment… even heavy armour.. good points and good questions

    Avatar photoJaysen

    Regarding 1)
    The map is always randomly generated and therefore the results will vary a lot. The strength of the villages but also the strength of the bandits hideout can vary thus changing the outcome. More importantly, the guard towers and castles send out patrols to secure roads and fight off bandits and other evil-doers. If there is a tower or castle in the vicinity (and the men-at-arms that are stationed there are not under big pressure by other attackers) the bandits will have a really hard time messing with the caravans. To sum up, in this dynamic simulation and procedurally generated world even we as the developers can not say how things will play out ;)

    Regarding 2)
    The contracts in the video are very limited. I think its only 3 of them in the game at that point but we have many more planned. It is very viable to resort to non-combat contracts to start out but traveling the world is always very dangerous. Just like in the third video I walk through a forest just to get ambushed and almost wiped out by a bandit party. So there won’t be a free ride in the game no matter what you do ;)

    Concerning your tactical combat question:
    Yes, there will be perks that mess with your APs ;) Also other perks that greatly benefit 2H weapon wielders. We are currently doing a complete rework of all the 36 perks in the game to make them way more badass. I hope to show them off soon in a new gameplay video!

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