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Topic: Strategic map.
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- This topic has 21 replies, 10 voices, and was last updated 9 years, 7 months ago by Sarissofoi.
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26. April 2015 at 21:44 #1988RyanParticipant
no to using villagers as incendiary pigs.
I’ll have to wait for Warhammer Total War for this then…
+1 for branching quest, and well, everything in this thread so far!
Especially loving the idea of minor map locations so we can watch the slow spread of the ‘big enemy’ and see the end-game approaching. Would be terrifying if all the farms were spawning zombies but were perhaps the only place for you battered company to rest for the night / scavange food from on a long journey to bring the news back to a town that the ‘big enemy’ were coming.
26. April 2015 at 22:05 #1991SarissofoiParticipantI wonder if limiting number of carried supplies by company would add some tension?
Or just make food maximum supplies limited to say 100(random number).
This way company need to restock or look for food in longer journey especially if you have many battle brothers or move in hostile territory.
Or food having expire date? Wonder how it can be done though.
So you can’t just buy million food rations somewhere and then ignore food to the end of the game.27. April 2015 at 09:07 #2017PsenBattleKeymaster27. April 2015 at 10:52 #2019GODParticipantAn expiration date would be more realistic, but it might be annoying to keep track of since your supplies and money are already decreasing as the days go by. Like, say the player buys supplies from three different locations while travelling, how would they easily be able to tell by looking at the supply number which ones go bad first? Do you add different counters or a viewable list? If so, that could get complicated rather easily. Not to say that it can’t be done, but I feel like it might just add micromanagement without actually adding tension.
The real issue is that food isn’t really important from what we’ve seen so far, outside of mutiny, so there’s only tension related to running out of money. You could circumvent this by adding ways to use supplies as a resource, rather than just having them passively go down. Such as arriving at a city and discovering that the people are starving as a result of raids on the farms. If you don’t share your supplies the militia get weakened even further, running the risk of the city getting razed if you don’t put a stop to the raids. That would also give the player different ways of dealing with a problem: give away supplies so that the militia can fight the raiders for now, deal with the raiders yourself or hope things will work out somehow (or maybe lure in another faction to deal with them?).
Or say that camping is implemented. You could add the option of having the mercenaries dine extravagantly and use way more supplies, but in return get a morale boost at the start of the next combat. Supplies will also naturally become more important once the amount of mercenaries you can have is increased and when non-combatants become an option (since they’ll probably take up supplies as well).
The suggestion of a maximum food limit could add further tension to this, though I’d also add a way to raise the maximum amount of supplies you can bring. Something like letting the player buy carts to bring along.
27. April 2015 at 11:00 #2020PsenBattleKeymaster27. April 2015 at 11:16 #2024AnonymousInactiveThe real issue is that food isn’t really important from what we’ve seen so far, outside of mutiny, so there’s only tension related to running out of money. You could circumvent this by adding ways to use supplies as a resource, rather than just having them passively go down. Such as arriving at a city and discovering that the people are starving as a result of raids on the farms. If you don’t share your supplies the militia get weakened even further, running the risk of the city getting razed if you don’t put a stop to the raids. That would also give the player different ways of dealing with a problem: give away supplies so that the militia can fight the raiders for now, deal with the raiders yourself or hope things will work out somehow (or maybe lure in another faction to deal with them?).
This idea sounds great, and could easily be considered for the event system. It has a strong FTL-vibe to it, where you would often encounter beacons with people in need of a ressource and you would have to deliberate whether you can give a good chunk of your fuel or rockets up for what might be a great reward like a crewmember, a special weapon or intel on the sector (though sometimes it would turn out that you get nothing but some beamweapon shots to the hull by some pesky pirates^^).
28. April 2015 at 17:27 #2224SarissofoiParticipantI agree. Having option to donate food/medicine or just sell it will be great. I often have abundant food medicine supplies taken from enemy and have no need to buy it.
Selling them fore some spare coin will be great.##
What about movement on strategic map?
How about making party(enemy too) go faster/slower depend of size and supplies/loot?
So
>small party(player or enemy) 4 or less(so scouting/hunting parties mostly) will be faster.
>medium party 5 to 8(so typical ambushing/raiding party or bigger scout) will be moving normal.
>large party 9-12 will be little slower but not muchAlso making movement on strategic map affect party fatigue. So tired or exhausted party move slower and when in fight start with some fatigue already, fresh move faster. They need to rest(unless they are undead).
Different type of parties can differ on movement speed/behaviour.
Like:
>undead never get tired/fresh/exhausted
>undead don’t slow their movement speed at night
>bigger parties are detected from larger distance
>bandits with loot or caravans move slower
>werewolfs move faster at night but hide in woods/stay in ambush at day
>hunting parties camp at night but scouting parties can move near targets at night
>camping make party members heal/repair items faster##
Having permanent locations of different size on the map that can change their status or ownership will be great addition to the living world and map dynamics.
For example:
>Farm – produce food mostly
>Abandoned farm – empty, but can have some items/cash stashed or small band of monsters/bandits
>Infested farm – taken by monsters/undead, rarely spawning wandering party
>Bandit Hideout – taken by bandits, can spawn scouts, work with bigger bandit encampment
>Destroyed farm – empty explored location but can be resettled or retaken by monsters
or other locations
>Unknown caves – can be explored
>>Bandit hideout – bandits
>>Cultist shrine – necromancers and undead
>>Werewolf den – Werewolfs pack
>>Stashed treasure – some coins and items
>Empty caves – empty and exploredSo this permanent locations can be explored and cleared or cleared and resettled.
Propositions:
>Farm
>Hunter camp
>Woodcuter camp
>Mines(miner camp)
>Trade outpost
>Road Inn
>Caves(different sizes)
>Abandoned forts
>Camps and densThey can be taken by wandering parties of bandits or monsters after being cleared. Any thoughts?
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