Gotanmarf's Replies

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  • in reply to: Economic part of the game #468
    Gotanmarf
    Participant

    We must remember that x-com organization is not an army. It is international special group (small with comparison to all population), so there are no mass battles on huge fronts, just small, precise missions. Similar idea can be achieved in medieval-fantasy climate.
    Even medieval world had special, over-nation organization for fighting global “evil pagans”, for example Christian Order of Teutonic Knights.

    in reply to: Economic part of the game #467
    Gotanmarf
    Participant


    That´s just a very rought concept, we´ll cover all this in detail soonish in a Blog post :)

    Cheers!

    This is healthy concept, because player doesn’t build kingdom(s) from scratch (in game like this). He/she just defend it, and bases can be located even in kingdom’s towns.
    In x-com too, player doesn’t build cities and other structures, which are connected with civilians.

    in reply to: Economic part of the game #452
    Gotanmarf
    Participant

    I forgot to mention,
    the kingdom(s) which we defend (from terrorising evil forces), could have its own random cities (castles too) and villages. And it depends on how good we work on defending them, they pay as suitable awards in some value (gold, food, people for new recruits, etc.). Villages can pay by food and recruits, cities and castles by gold and recruits (for example).

    in reply to: Economic part of the game #451
    Gotanmarf
    Participant

    Hey Jaysen, for now, based on your posts, it seems that everything is going in positive way.
    As for basebuilding, I think that it should be based on individual strategy decision – where player want to establish permanent castle, and where he want to build fast, mobile camp. Castle is good on territory which is quite safe (for long term usage, near valuable long term resources), and camp is good for protecting some freshly gained important place, before establish there castle, or simply for temporary supporting people on more dangerous territories. The most important thing about base’s solidity is player’s choice.

    in reply to: My Ideal version of this project #445
    Gotanmarf
    Participant


    Dialogs / cutscenes need to be written well.. and placed at turning points (as you implement choices and consequences)

    And the overall plot will weave itself

    In my opinion, if someone likes dialogs, plots, sweet animations, then he/she should read book (or watch film) rather than play computer games.

    in reply to: a couple questions #437
    Gotanmarf
    Participant

    Greetings.

    First of all, it is fantastic to know that some people create game in good style: “We are devoted to making excellent games that we want to play ourselves”. This should be obvious for everyone, but many developers don’t know about this approach, and we see over 99.99% one-time (non replayable) games.
    In my opinion there is much more to discover using rogue-like replayability in strategy games, even with simple 2-d graphics, without animations.

    I’ve played Battle for Wesnoth, which has similar climate to Battle Brothers, and I must say that BfW is good game, but lacks one essential thing – campaigns which can be played in permadeath style. In almost every scenario there are rigid events (non random). When player know about this constant elements then campaign is going to be easy or boring.
    It looks like Battle Brothers will be different in this matter.

    Regarding save scumming. When game is made in good style then player don’t have to use save scumming. He/she explores and learns the game, and makes private decision about speed of gradual progress, based on experience of playing. Every information, how to accomplish specific campaign (or all game) is contained in game’s world. Not in author’s “secret garden”.

Viewing 6 posts - 16 through 21 (of 21 total)