blackteapie's Replies

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Viewing 9 posts - 1 through 9 (of 9 total)
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  • in reply to: Rebuilding settlements #18323
    blackteapie
    Participant

    No, I don’t think it would be fun. We cannot expand our territory, if we cannot rebuild settlements or build new ones. So, all we can do is passively repell the greenskin invasions, which will hugely damaged the freedom of the game.

    in reply to: Some thoughts about initiative figure #18214
    blackteapie
    Participant

    You increase initiative in the cost of other more important attributes, which means that merc may be low on HP or melee defence. And you only have 9 action points every turn, no matter how high initiative your mercs have. Therefore, it will be very hard to do hit&run tactic.
    By the way, the hostile units like necromancer and crossbower are always deep behind the frontline, so you need to move your archer forward to hit them. Hence you may have risk to expose your low HP archers infront of enemy’s heavy infantry and ranged attacks.

    in reply to: Some thoughts about initiative figure #18196
    blackteapie
    Participant

    We can choose only 3 attributes to upgrade every level up. If you want to increase the figure on initiative, you need to sacrifice some figure of other attributes like HP, damages or stamina. And it would need a large figure of initiative to reach at the first one of every turn. Or you need hire a high initiative merc at the first place.
    Initiative is not completely useless, but it won’t compare to other attributes. So, this means most of the players won’t care about that attribute.

    in reply to: Some thoughts about initiative figure #18118
    blackteapie
    Participant

    And, Without giving some merc one more chance for attack, the initiative attribute is useless.

    in reply to: Some thoughts about initiative figure #17934
    blackteapie
    Participant

    That’s why I give no more than 3 people having two attacks per round.

    in reply to: Party Buffs #17780
    blackteapie
    Participant

    Like your idea. But I prefer to a captain perk system for such needs.

    in reply to: Look at map before accepting job #17616
    blackteapie
    Participant

    Strongly agree

    in reply to: Different types of arrows #17614
    blackteapie
    Participant

    On second thought, I think it’s better to make the different types of arrows as skills with different cost of ammo supply and action points.

    in reply to: Different types of arrows #17527
    blackteapie
    Participant

    I would like to have different quivers for different arrows. And more expensive arrows should cost more ammo supplies, I agree with you.
    BTW, I think it’s better to make poison arrows a special ability to mercenaries who have thief or assassin background? And other mercenaries cannot use any poison.

Viewing 9 posts - 1 through 9 (of 9 total)