Topic: Suggestions Forum

This topic contains 98 replies, has 68 voices, and was last updated by  gavv 5 days, 20 hours ago.

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  • #23294

    kem
    Participant
    #23736
    xterminal86
    xterminal86
    Participant

    I think I already saw someone talked about it somewhere, but I can’t seem to find it anymore, so I just post it here.

    The “Try Out” option does not look very useful. Obviously, something like that suggests itself, so that user won’t rely completely on RNG.
    But how about replacing “Try Out” with something like “Take a closer look” which could be more expensive, for example, but can show potential talents of a recruit instead? Something like:
    HP (*?)
    Melee Attack (**?)
    Melee Defence (***?)
    etc.

    I think even suggestion about talents of a recruit is more important than some additional negative (or positive) trait.

    #23745
    IgorBrehm
    IgorBrehm
    Participant

    I think I already saw someone talked about it somewhere, but I can’t seem to find it anymore, so I just post it here.

    The “Try Out” option does not look very useful. Obviously, something like that suggests itself, so that user won’t rely completely on RNG.
    But how about replacing “Try Out” with something like “Take a closer look” which could be more expensive, for example, but can show potential talents of a recruit instead? Something like:
    HP (*?)
    Melee Attack (**?)
    Melee Defence (***?)
    etc.

    I think even suggestion about talents of a recruit is more important than some additional negative (or positive) trait.

    Agreed, if you spend enough time with the candidate to notice his special characteristics (traits) such as if he is a coward, then you can surely also be able to notice if he has any particular talent for something. For sure you would give him some weapons to test his skills first if you are performing a tryout.

    #23790

    Baine
    Participant

    I really like most of the new beasts (except alps, those are simply terrible… and hexes are well, on the border between fun and terrible).

    I’d love to see more monsters like:

    Giant – similar to Unholds but more target focused, slow but deadly (have to kite him?) Like a Thug version of the Unhold maybe. Ability to throw a brother over several (3?) tiles and damage them heavily.
    Could have ranged ability Boulder throw – he uses one turn to pick up a rock (rip it from the earth) and a 3×3 tiles area will be highlighted that will be hit by the boulder next round. You have time to evacuate or risk severe damage.
    Kobolds – come in small numbers, use debuff magic to make your guys miss/poison them. Quick and stabby. Come with all kinds of beasts. I imagine them like Leprechauns.
    Bat/Giant Bat – Flying unit that is harder to hit in melee, does do low/medium damage and has low range defense. Can latch onto brothers and drain HP/root them, unless they free themselves or are helped by others.
    Beastman/Minotaur/Centaur – Half man half beast, wielding two handed weapons made from tree trunks or seldom using better weapons they captured after battles, the minotaur could knock back people or impale them with his horns while the centaur can easily circle your men to attack the weaker archers with good mobility (similar to goblin riders). No armour/light armour but high HP. Centaur could gain stampede where he tramples everyone around him and/or pushes them aside.
    Wisp – Usually found in forests or swamps, these balls of light are hard to hit due to their blinding aura and will force a unit with weak resolve to move to them. Similar melee to ghosts maybe. Low HP and come in low/medium numbers.
    Werewolf – Similar to the beast men this thing comes accompanied with direwolves and two forms. In human form (during the day) it can boost the wolves (enrage them) around it and will use ranged attacks to support the wolves. In beast form (at night) it will have dangerous swipe attacks and can bite a brother, poisoning them/bleeding. -> Might have the option to give a brother a werewolf perk after biting them? Making them stronger at night or something.
    Zuesler – Fire being, a burning skeleton that can set a unit on fire by attacking it, giving it DoT effect which is 50%armour/50% HP.

    #23791

    Baine
    Participant

    Also an idea for a new DLC:

    Invasion setting with a new culture invading the lands (mix between Vikings/pirates maybe?) Maybe having slave beasts/monsters that they use to win battles – a beast tamer that sits in the back like a necromancer and keeps the beast in control. Killing him would unleash the beast and it would fight both sides possibly. New weapons like muskets or early gunpowder type weapons.
    Maybe even have the new faction offer contracts if you decide to fight for them. Slave caravans, attack villages, plunder. Maybe a full on rogue alternative.

    #23817

    gavv
    Participant

    Make nimble penalty for 2H weapons with the exception of perk “Strong”. More logic and build calculations.

    #23859

    gavv
    Participant

    Rebalancing of “Footwork”.
    To make it’s fatigue cost (and AP?) dependent on how heavy armor is worn and what terrain is under feet, so a lighter warrior makes it easier to move and attack while a heavy knight isn’t so agile.

    #23878
    xterminal86
    xterminal86
    Participant

    It doesn’t make much sense that a great sword, great hammer, as well as puny dagger all do 1 damage to shield in case of normal attack. Besides, I don’t think you can actually use sword or hammer to “split” a shield.
    Maybe shields should take different amount of damage from different weapons when you block normal attacks, and “Split Shield” should be axe only skill (I don’t know how to modify it so that it could actually be useful in this case)? Or get rid of “Split Shield” altogether.
    Also shields could take less damage if they are metallic (orcish).

    #23895

    gavv
    Participant

    What if “Nimble” was not only benefiting from light armor but also from low HP? By analogy of armor’s Maximum Fatigue threshold there might be Maximum HP threshold (for example 50) granting a higher bonus to damage reduction. Thus such baackgrounds as Ratcatchers, Swordmasters, Flagellants wouldn’t need to invest many points in health to survive or spending a perk on “Colossus”. Being lean and light with 1H weapons they are faster and harder to hit directly.
    For all that the hardest task is surviving until “Nimble”.

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