Jago's Replies

Forum Replies Created

Viewing 15 posts - 61 through 75 (of 121 total)
  • Author
    Posts
  • in reply to: No saving in combat? #3497
    Avatar photoJago
    Participant

    All this nonsense aside, an autosave upon quit is a nice feature that works fine in M&B. Don’t realy remember if it was saving during combat tho.

    Good point. M&B did not save during the combat.

    Seriously save’n’quit during combat is fine for a turn-based game like this.

    in reply to: Undead Orcs #3495
    Avatar photoJago
    Participant

    If it takes a lot of effort, then it should be something kept for last or not be implemented, rather than spend time on it better spent on other features.

    I’m not opposed to the idea of undead orcs and goblins; it would definitely be a nice touch. Guess we’ll have to see what the devs say about this.

    And what about undead orc-skeletons? ;)

    in reply to: About the difficulties settings #3490
    Avatar photoJago
    Participant

    Blasphemy!
    I am once for more difficulty and harder more chalenging rules.

    Can’t wait for Ironman-Mode, do you? 😉

    Even the strongest can and will succumb to scumming. In the name of all that is holy, only the Ironman can save us from the evil that is reloading!

    Amen to that.

    in reply to: A few new suggestions #3476
    Avatar photoJago
    Participant

    That sounds reasonable. Now, how could this be actually implemented? There must be two different commands, one if you want your company to take the road, and another if you want to straight through the wilderness. Maybe click for normal movement (the way it is now) and alt+click for taking the road.

    I still don’t really see how this could work, technically, and in a simple, intuitive way so new players won’t be confused.

    in reply to: Undead Orcs #3472
    Avatar photoJago
    Participant

    I just mean, given the amount of work Psen has as the only artist, it would be easier (and more interesting) to introduce a couple of new units instead of reskinning the units of every existing faction and all faction to come.
    Also adding completely new units with different behavior isn’t bad, not at all. That’s what BB really needs at some point of development. And even if zombies of other species would add more variety to the undead faction, they’d work they same way human zombies do, and won’t add much to the tactical combat, gameplay-wise (unlike new units).

    No idea, how much the devs can do, but if I had to choose to invest my limited time and budget in new units or undead re-skins… I’d go with new units. Even if there’s time for both, new units and faction should have priority, don’t you think so?

    In my opinion, this feature would be the cherry on the cake for a deep and immersive RPG. But I thinks it adds relative little compared to the work it takes, and it’s not a feature that is essential to the gameplay.

    in reply to: Undead Orcs #3469
    Avatar photoJago
    Participant

    It seems to me like a unit like this would be easier to add than totally new units, since many of the mechanics are similar to already existing units that are tried and tested. The skins would probably take the most effort to make, since you need to add a lot of those to make it work – unless you do the ol’ ‘all Orcs look alike anyway’. 😛 I can see that being the biggest problem, since I can imagine that Psen already has a lot on his plate.

    True that. The mechanics are working fine.
    But that what about other factions? The goblins? Or other non-human factions? Wouldn’t these require zombie-skins, too?

    in reply to: About the difficulties settings #3465
    Avatar photoJago
    Participant

    Blasphemy!
    I am once for more difficulty and harder more chalenging rules.

    Can’t wait for Ironman-Mode, do you? ;)

    in reply to: A few new suggestions #3464
    Avatar photoJago
    Participant

    So, what if between the road and the destination are mountains? It might be quicker to take another way around. Or you could just ask for a pathfinding mechanic: Wherever you click on the map, the game will calculate the fastest route possible.

    But that wouldn’t add anything to the traveling or exploring, except making it all more easy and comfortable. I think figuring out the quickest and safest route to your goal is part of the gameplay and shouldn’t be replaced with an auto-pilot.

    in reply to: A few new suggestions #3457
    Avatar photoJago
    Participant

    There is a suggestions-subforum now… ;)

    Not sure, about first. I’d only work if the destination is connected with a road, so towns, villages and watchtowers.
    Second; haven’t noticed that yet, but sure, that shouldn’t work.

    in reply to: Undead Orcs #3455
    Avatar photoJago
    Participant

    Yeah, this has crossed my mind before, too.
    It seems logical that necromancers would try to raise orcs as undead servants.
    But I’m not sure, I can only imagine that it’d somewhat weird, inconsistent to fight a mixed undead party. Also it’d mean a lot of additional work, that could spent on completely new units instead.

    Avatar photoJago
    Participant

    Off-Topic:
    I love Tactics Ogre. I have only played on game of the series so far (and still playing it), but if there’s an RPG I’d make, it would be very much like Tactics Ogre.

    I strongly recommend Xenonauts. It has (imho) better field-of-view, cover and air-battle mechanics. However it seems a bit dry compared to the new XCOM by Firaxis, which features nicer graphics and cinematic action.

    Xenonauts is more a simulation, XCOM more an action game. You should play both.

    in reply to: No saving in combat? #3448
    Avatar photoJago
    Participant

    I don’t even care if there is a save option, but I certainly don’t think it is absolutely necessary or disrespectful if it isn’t included. That’s just silly.

    Thank you sir. These are the words I was looking for.

    in reply to: No saving in combat? #3413
    Avatar photoJago
    Participant

    No, it won’t be implemented. At the moment the game creates an autosave before every battle, so you can reload and try the battle again. But this might be only for the EA version (because of bugs) and not the final release.

    Really, it’s better that way.

    in reply to: Character Generation #3338
    Avatar photoJago
    Participant

    Ladies and Gentlemen, I think I have a solution to this whole “Give me Character Customization/ Leave it for RNGesus to decide” thing. It isn’t an original solution, since I’m just going to point out how Paradox handled things in CK2 (and everyone and their dog loved CK2). Crusader Kings was mentioned earlier in the thread, sure, but no one mentioned that its Achievements were tied to its Ironman mode, which strictly forbade the Character Customizer, at least as I recall. I always thought that was an elegant solution to the conflict that seems to be going on in this thread.

    This is what I meant with a campaign mode and a sandbox mode in another thread.
    -Campaign mode: deal with the cards you are given, earn something (achievements, ingame secrets)
    -Sandbox mode: control all variables you’ve got

    As it is right now, I often find myself restarting a new game several times until I have a crew that I deem “playable”, and I doubt that I’m the only one who does this.

    Me too.

    Never. Though I haven’t tried out hard, yet, on normal pretty much every crew is playable. Of course you’ll still die a couple of times and try again, but that doesn’t depend on your character backgrounds. It’s all about circumstances and skill. If werewolves attack you on your first day, even a great starting team won’t save you (I guess).

    in reply to: Suggestion – "Nature will rise against you!" #2868
    Avatar photoJago
    Participant

    Woah! *takes deep breath
    Let’s see…

    Neutral wild beasts, worldmap roaming (territorial/migratory):
    -Boars
    -Bears
    -Wolves
    -wild dogs
    -feral cats

    This or something similar. There will be more additions to the beast faction, but I’m not quite sure if it’ll be the standard RPG ensemble (boars, bears and wolves). In the reality these animals are peaceful and people wouldn’t exactly hire mercenaries to hunt them down.
    I suspect the additions will be more dangerous beings, like the werewolves.

    Wildling faction:
    Has little to no armour, bonus HP & AP
    -spears (with ranged), rocks,
    -allies with wild animals

    I suggested this, too, a few days ago: http://battlebrothersgame.com/forums/topic/new-faction-suggestion/
    Yeah, I’d love to see that, one way or another.

    Nature golems, summoned by an Animus Druid in wildling faction:
    -stone/earth
    -molten
    -ice
    -bone/flesh

    Not the molten one, but stone/earth sure why not? Reminds me of the story of the Jewish golem of Prague. Maybe there could be such a golem as a unique boss for a side-quest.

    Mercenary band beastiary:
    -horse (mount) combat + non-combat / food upkeep /skittish against non-human enemy/ gives additional AP & skill usable in combat / marginal map travel speed per horse in warband.
    -hound (see hunter)
    -falcon (see falconer)

    Horses are very unlikely to happen, but hounds are already on their way (for the bandits). Falconer? I don’t really see falcons risking their lives in battle. They’d rather fly off, never to return.

    Additional:
    *hireable [Squire] (non-combat), assign to one mercenary(has to be somewhat high level, noble); will adopt random skill/s & will eventually become part of the warband after (x) number of battles lvlup
    *town service [TownPreist] (bless)increase morale cap a bit, bonus dmg by blessed weapons against evil monsters, bless weapon dmg member corpses killed wont turn into zombie
    *hireable [Falconer] (combat + non-combat), AP bonus, ability “avian scout” can scout ahead in world map with falcon(active) cannot see though forest trees, “hunt” rabbit meat (passive).
    *hireable [Hunter] (combat + non-combat), bow proficiency, hound discover “live game” in worldmap to battle get food (passive), increase vision radius in world map also uncover ambush (sustained).

    There are already characters with the squire background. Also I don’t really see a reason for hireable non-combat squires. It’s a mechanic that doesn’t really add anything to the core gameplay (which is about a mercenary company, not a nobles warband).
    No magic on the players side, including blessings from a priest. But there might be magical artifacts with similar effects.
    It’s very unlikely that there will be “combat + non-combat characters”. It would not enhance the battle when you have certain special characters who are not primarily made for fighting and need special care.
    Also instead of the falconer being a scout, you could hire real scouts instead. For scavenging food, hireable hunters will suffice.

    Weather:
    Storm
    Blizzard
    Drought
    Fog/mist

    It’s all planned. Fog/mist is already in the game.

    Water Travel:
    Ferry boat
    bridges (bridge troll)
    Swamp
    Quicksand

    No idea. Ferries wouldn’t really make sense now, because there are enough bridges everywhere. Yes bridges are there already and they’ll come for the tactical map, too.
    Swamp as well. Exists on the world map and the tactical map.

Viewing 15 posts - 61 through 75 (of 121 total)