Retreat Mechanic Needs Work - Battle Brothers Developer Blog

This topic contains 4 replies, has 3 voices, and was last updated by Wargasm Wargasm 1 week, 5 days ago.

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  • #22605
    SirGroggy
    SirGroggy
    Participant

    Retreat mechanics is the main thing which is broken in my opinion, if you could fix this mechanic during development this would improve the game immensely.
    The issue is that your company is virtually immortal if you retreat as soon as things are against you, because you just get a temporary injury which heals on all members. It is also asymmetric because the AI opponent cannot pull this move but you can, hence it is a massive cheat.

    Possible solutions:

    A) Randomly allocate minor injuries, permanent injuries, and deaths (according to some improved and more realistic formula). This is the most basic and least desirable, but better than the current system.

    B) Auto-calculate the actual retreat at high speed, in other words the AI takes over and tries to manually retreat the men step-by-step, and whoever cannot reach the edge is killed. It just simply automates (rapidly) the actual retreat with AI control, and the consequences are final.

    C) You could make manually retreating the company easier and actually viable instead of almost certain death for most members. The way to do this might be to hit a button (perhaps with a horn icon), sounding the retreat! (A nice horn sound could play. Note it should be a horn of retreat not a white flag of surrender – but I’m being autistic). Anyhow at this point the men could all have a retreat status in which they are unable to attack, but they are able to move through zones-of-control without being attacked. Also, perhaps their movement rate could be increased, or some other changes induced by the retreat. Perhaps they also have to drop their weapons and shield or something like (or a chance to do so), in order to be able to retreat at higher speed.

    The retreat mechanics should be symmetrical for the company and the enemy. Whatever options for retreat are available should be available to both sides – hence making it balanced, realistic and not feeling like a cheat which breaks the immersion.

    Fix the retreat mechanics and the game mechanics go from good to great – that’s my opinion.

    #22609
    Vera
    Vera
    Participant

    hello, I’m new on this forum, very grateful for such a good grim and the most difficult game, I really appreciate it. I always play without running away because it’s too unfair that you are essentially immortal if you have a lot of gold and you just heal in the temple, it would be more realistic if there were more severe fines for escaping from the battlefield until death. so that the player could adjust how he is ready to play before the start. Thank

    #22631
    SirGroggy
    SirGroggy
    Participant

    Yes, I think until the retreat mechanics are changed (if & when…) the option for a ‘hardcore’ experience is to not allow yourself to hit the cheating retreat button.

    You can still try to retreat the normal way (running to the edges).

    The problem with that is
    a) you’re not playing the game the way the game was designed & balanced
    b) it’s very punishing – a lot of your men will be killed

    #22632
    SirGroggy
    SirGroggy
    Participant

    Also another problem with manual retreat: if you are attacked by an enemy such as the necrosavant, it’s almost impossible to run away ‘manually’.

    #22634
    Wargasm
    Wargasm
    Participant

    Necrosavants usually wait turn when they’re accompanied by ancient dead, however, and that means that you can retreat everyone out of their range before the next turn, and they’ll probably keep waiting turn until you’re engaged by the slow dead, which won’t happen.

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