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GODParticipantEven without perks, the higher levels would result in the characters having way better stats which would really imbalance the game. They might tweak the exp-curve though, so that reaching level will be more of an achievement.
You’ll start to notice it once you keep buffing melee and defence skill, combined with perks that buff them even further (nimble, dodge, etc). A properly build sword-master can have a melee defence of well over a hundred, though you’ll always want to avoid arrows.
GODParticipantIn Expeditions: Conquistador it also played the role of being the end of our turn, though. I imagine that camping in this game will be more tense, since you’re standing still while your enemies aren’t necessarily doing the same thing – I doubt that undead need to sleep. You’d probably have to streamline the process more than in Conquistador, to match the pace of the game and the necessity of being able to pick and move as needed.
GODParticipantIt’s not that there are Orcs, but what kind of Orcs they are that’s important. In terms of role, Orcs so far have been shown be closer to Warhammer Orcs, rather than Warcraft Orcs. The former is a scourge, the later is a hostile nation. Same goes for Werewolves, who from what we’ve seen so far are predators who’ve lost their humanity, and Necromancers, who raise the dead to terrorise the living. They would need to add more ambiguity to their aesthetic for them to be believable as recruits, because right now they look like monsters, act like monsters and are described as monsters. The only plausible result of having them in your company would be for everyone to get killed if you ever enter a city, not to mention the effort involved in making them a viable part of the game. Like how Orc armour doesn’t drop currently because humans cannot wear it. You’d have to implement all that armour if Orcs became recruits. Most importantly however, these changes would mean that you’d be also throwing away the old folklore feeling of humanity dealing with the threats of the world and trade it in for the standard D&D flavour.
Half-Orcs also always stand out in fantasy as blatantly not making sense as a race, though explaining why would get squicky. It’s a mimicking of the whole Uruk-hai deal without looking at the role that Saruman played.We want to keep things down to low power fantasy and promote a certain asymmetry between the player and the opponents in the game; Battle Brothers will always be common humans in a pseudo-medieval setting that sometimes have to go up against non-human and supernatural foes. For this reason, your first three points are never going to happen. This isn’t a balancing issue at core but a design decision on how we want the game to feel. However, wardogs are a planned feature for both the player and the bandit faction. Other animals may or may not be added as well.
Sounds interesting. I’m guessing dogs won’t have levels like humans, but will have to indirectly be improved through a mercenary or a special companion (if upgradeable at all). Probably faster than humans, but less well armoured. Possibly useful for pinning down fast enemies and those that are fleeing.
GODParticipantI don’t see a way for 1, 2 or 3 to work on any level within the current game. They’d either have to implement completely separate game modes or rework the lore, art and mechanics.
I think war dogs for the bandits are on the menu.
GODParticipantThe amount of mercenaries you can have will probably get expanded to around 20-24, while the number of mercs that you can field will be lower than that.
Actual ranks probably won’t get added. You can already do something akin to that with the utility tree perks, though.
Being able to reorganise troop order will also get added.
Those are very good ideas, it would be great if we could have these options!
Also, another thing about recruitment: when you dismiss a brother, the tooltip says that he will remain in town for a while if you decide to get him back. However, that doesn’t happen and you kinda have to save scum if you ditch a brother to get another with better past, but end up getting screwed because he has crappy traits (perhaps if we could check traits before recruitment would be nice too).They stick around? I wouldn’t know since I’ve never fired anyone. I almost never have a full company, because I keep sending rookies on test runs. Could be that that’s a placeholder for a feature that has yet to be added.
GODParticipantWhen it comes to armor I tend to get really pasionate and I understand completly if they wont change their system because one player wants it that way. However this only means that once the game is finished, I just have to mod the game to suit my taste. I have done it for 2 other games before, I would have done the same for battle brothers if I had access to the data files :D
Speed shooting is a thing but pales in comparison to actual combat archery when it comes to lethallity.
I’d definitely be interested in a mod like that if you decide to make it. :D It sounds like it would make for a completely different playstyle, which would keep things fresh down the road. That’s the kind of modding that seriously increase replayability.
Honestly speaking, I did exactly this for a game called battle for westnoth, it took me a week to change all the values and balance for each and every unit of every single faction but it was so worth it :D
Battle Brothers is basically everything I ever hoped to find in Wesnoth and more. I guess it’s a free game, but the gameplay is still seriously disappointing after years of development.
GOD check this out :)
<iframe src=”https://www.youtube.com/embed/BEG-ly9tQGk?feature=oembed” allowfullscreen=”” height=”281″ width=”500″ frameborder=”0″></iframe>
Ah, that does make a lot more sense, though I’ll stick with my current mental image of Meeky until I’m forced to adjust it.
That guy’s pretty good, though he probably wouldn’t be able to do that in a real fight. You really want to shoot them BEFORE they get that close. :P
GODParticipantFirst results I get are about a baseball player and a wrestler…
Meeky wants to wrestle baseball players? Not my thing, but I’m not one to judge.
GODParticipantI mean as in having to choose between them. You’d only ever pick Colossus if you’re trying to build a characters with loads of HP, otherwise Student would be superior. Reducing the bonus also doesn’t solve that it’s still a plain stat bonus, which is more suited to traits. I’d rather see perks affect your playstyle in some way, while stats are reserved to traits and level up.
GODParticipantI thought they already tweaked this by making the last survivors more agressive? Catching people has been far easier than it was in the demo. As for archers, it makes sense for them use hit-and-run tactics. Just wait until the Goblins get introduced… :P
GODParticipantNot seeing the asshole part of your critique. It’s fine to disagree with how certain parts of the game are done, as long as it doesn’t devolve into pointless mudslinging. That’s not what you’re doing, so I don’t see a problem.
I actually rather like the armour solution, because accurately trying to simulate all the different armour types and how they’d interact with all the weapon variants would require completely reworking how the combat works. That would take a lot of effort, without adding something that is crucial to the gameplay. I see the armour system as functional abstraction that helps to streamline something that might otherwise bog down combat. Same goes for the separation between head and body hits, it streamlines aiming for body parts without the downside of the old SPECIAL system (always aim for the brain).
If I’m also interpreting your suggestions correctly, they’d result in the fights going a lot slower and becoming more about grinding down the opposition. You’d have to redesign all the enemies to make that work, while you’d also lose the quick and lethal combat that they currently have.Map will get more filled in as development continues. We’re basically just seeing the free-roaming aspect, while events and further interaction hasn’t been implemented yet. One example is how they’re planning on adding footprints to the game, so that you can tell where enemies are without seeing.
More diverse contracts are definitely planned as well. How they’ll balance the rewards will have to depend on how they’re planning to have the actual end-game scale.
Now, if you want to tackle realism, I’d point to the Perfect Focus perk. I’ve got an archer that sometimes shoots 12 arrows in the time span it takes a normal archer to shoot 2, each of those arrows doing as much damage as the two shots the other guy makes, if not more. Pretty unrealistic. (And if someone says “Lars Anderson” I will slap you with a chicken. Yes, I will bring a chicken to your actual house and beat you over the head with it.)
Who’s Lars Anderson?
GODParticipantThat explains why I hadn’t found it yet, despite specifically looking for it. Another reason to look forward to the next update.
GODParticipantDidn’t know that either. It looked more like a level-up bar to me, though without actually showing you when you level-up so it’s purpose eluded me. It didn’t seem that important, so I’d just started to ignore it.
GODParticipantThe map might get bigger, though travel distances will probably never get too big. It also depends on how the way travel works will develop over time. More locations and details are also likely to get added.
City size affecting the goods, recruits and contracts available already happens to some degree, though there’s no strict upgrade system separating different tiers. This will probably get fleshed out as development continues, especially as the event system gets introduced.
GODParticipantA confirm button would be a good solution. It shouldn’t be too hard to add and doesn’t change the way stats are gained. Changing the way stats themselves are distributed doesn’t seem necessary at the moment though, especially since I expect something like resolve or initiative to see a lot of use in the coming event system.
GODParticipantI actually misread your suggestion and thought you meant adding a +1 to every stat you level up – meaning a maximum of +30 at level 11 if picked as your first perk. A +1 to every stat seem too much, though. However, I’d recommend avoiding stat increases as perks eiher way, as that seems more like the terrain of traits. Colossus is an exception to this because it is percentage based and a way of having picking HP actually be viable. With this change, the same Colossus perk would also become strictly inferior to Student in almost every situation, rather than being viable in a different way.
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