21. February 2015 at 19:43 #1613
Very much enjoying the direction this game is taking. I’m not a fan of complexity for complexities sake, but I did find the purely point buy system for skills a little dry and mechanical. What I might suggest is a simple trainer system, with different kinds of settlements having different skillsets to offer, giving a little depth and thematic consistency. The caveat is, if a skill is known by a current battle brother, you can train in it for free, giving extra value to veterans and tying the band together.22. February 2015 at 17:14 #1628RapKeymaster
Thanks. I like your suggestion and it’s an interesting idea also with the Battle Brothers able to teach each other. It would make the locations more unique as well, which is something they’re lacking in currently. However, it’s not something we’ll do for now. We may consider this again at a later point in development.22. February 2015 at 21:02 #1629
I understand that its not at all a high priority issue feature. Its the kind of thing that would be nice to find in the game at some point, but if not it work fine without it. Thanks for giving it a look.26. April 2015 at 18:10 #1981
Extending this line of thought, I was thinking about about ability points. The current system of raising them seems a little inorganic. A small but mainly aesthetic change would be to change it to a “focus” based system, as in you choose three areas of focus beforehand for your brothers, and these will increase with each level, with focus being interchangeable between levels or at certain points. Another method would be for all abilities to gain a small boost with levelling, with focused abilities gaining a larger percentage.27. April 2015 at 23:29 #2113
As the game is downloading, a thought hit me. Another advantage to a “focus” based system would be to minimize micromanagement. Instead of having to add three points in three different abilities each level (which, from how people play, are generally usually the same ones), you could focus the same three abilities once, changing them only at times of need. A minor visual indicator (an asterisk near the abilities name?) would keep the player informed of the characters focus.28. April 2015 at 14:42 #2180screegParticipant
As the game is downloading, a thought hit me. Another advantage to a “focus” based system would be to minimize micromanagement. Instead of having to add three points in three different abilities each level (which, from how people play, are generally usually the same ones), you could focus the same three abilities once, changing them only at times of need. A minor visual indicator (an asterisk near the abilities name?) would keep the player informed of the characters focus.
I don’t know that fans of this genre would call point distribution on level-up “micromanagement”, I certainly don’t. I feel like you might be overthinking the system a bit. It’s simple as it is, and in some ways even elegant. It definitely doesn’t need to be streamlined.28. April 2015 at 15:09 #2189
Thats just it. You’re right, the current system is pretty simple, certainly functional. But elegant? I disagree. What I’m proposing is not a removal of tactical options, which would indeed gut the system. Its basically the exact system, except backwards. You choose your abilities before leveling up, then can choose to stick with those or switch them around. Does this really do much for the game? possibly not, but I hardly think it qualifies as streamlining.28. April 2015 at 16:36 #2211GODParticipant
Would that really change anything, though? You’d still want to check which stats you level up before doing anything and having to wait for moments to change focus would only limit your choices. They might want to polish the looks of it a bit more at one point, but right now the design itself feels perfectly practical.
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