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RapKeymasterThe vision attribute is an abstraction that includes view range, field of view, depth perception, the ability to hear, and general awareness – all of which can be negatively impacted by wearing helmets to some degree. For why limited peripheral vision would additionally limit the ability to see at night, I direct you to this article. Wearing a heavy helmet when fighting at night certainly does not make any easier a task that is impractical to this day outside of specialized equipment.
RapKeymasterSLAVES… I know its dark but this is no pg game being torn apart no small matter, but not every one on battle field dies. why not hold captives. now you not keep a man with out a arm let him bleed out. but a healther man with a few cuts not to bad on market and your men can beat them make them happy or o no hunting packs about get me cut slaves free that hunting pack will eat them as we get away. if you not like call them slaves call them captives. but I know im selling them
bank. people are worth a lot back than.
Slavery and human trafficking is outlawed and thus hardly a common practise in the part of the world where Battle Brothers takes place. There’s also a few references to it already in the game, such as the Disowned Noble background having the attempt of human trafficking as a reason for him being exiled. It could be argued that serfdom is only a small step up from slavery, of course, but such is the way it works. That doesn’t mean that slavery isn’t a thing in other parts of the world, for other cultures, and if we were to ever explore those other parts we may well take a look at slavery in the future.
Another topic…. just as BAD
you fight bandits you win on live you heal him by waiting a day you have options beat him shits and giggles, let him go , keep him , or torturing to find out were rest his friends are. selling him but we talked about this.Interrogation has come up before. It’s unlikely we’ll include this as a gameplay mechanic of its own, but it may come up with an event or two after battle.
MORE BAD
playing as a bandit killing farmers raiding towns go to bandit spawn area to sell stuff get new guys your gear bandit hide outs or people you killed yesterdayAs we said before, this game will always be fundamentally about commanding a mercenary company, never about leading a bunch of outlaws, a trading caravan, or what have you. Making for good gameplay in the long term that does justice to running a mercenary company in a quasi-medieval world is an ambitious task in itself, and something we still have a lot of work to do on, so we’ll focus entirely on that. Things like running a group of bandits would require a lot of attention in order to be more than just a gimmick.
That doesn’t mean that there won’t be different flavors to running a mercenary company available, and different ways to act in the world – including what you’d call dark, like resorting to raiding the occasional lone farmstead if your men run out of food. The upcoming event system includes opportunity for some less benevolent choices, and events will also trigger based on your reputation in the future.
RapKeymaster4. I disagree with this. The background traits are just that, backgrounds. The devs are going to add in an event system and other ways to gain/lose other traits, but background traits define who the base character is.
Indeed. What Kanoe808 is refering to are not classes (there are no classes in the game other than those imposed by the player) but backgrounds, describing a character’s upbringing and their life before joining the company. Even though characters will effectively become mercenaries by occupation the moment you hire them, that doesn’t change the fact that they’ve been a farmhand or a beggar for most of their life, which obviously has a profound impact on what kind of man (or woman, eventually) they are now and will continue to be for the rest of their lives. Some backgrounds can in fact change with events, but only to extend the original background (e.g. a monk taking up a more radical interpretation of their faith).
RapKeymaster
RapKeymaster
RapKeymasterTactical combat also freeze/crashes at times, especially in a longer combat.
Please report any such issues in the Bug Reports forum so they can be fixed.
RapKeymasterI wouldn’t rule it out entirely, but it’s more likely we’ll allow for some customization of individual features, especially those pertaining to added difficulty, instead of turning them off completely. Generally speaking we want to design the game as a coherent whole where all the features interlink for the right balance in gameplay and challenge. Removing single aspects may well cause everything else to break down.
RapKeymaster18. June 2015 at 14:02 in reply to: Mercs available in towns. Traits are underpowered. Leveling system. #4842
RapKeymasterThat’s not actually how it works.
Every few days there’s a chance that some mercenaries decide to travel elsewhere and new ones arrive. Some may stay a while in a single town, but they won’t stay forever. Sometimes mercenaries leave, but no new ones arrive for a while. Clearing a town of mercenaries entirely will always result in new ones arriving as not to leave the player without any recruiting options at all.
The fact that you eliminated money as a concern when hiring characters is an achievement, but it doesn’t mean you should be able to do the same with quality of characters available, ever. Not that the recruiting system can’t be improved upon, but there is a reason it is like this. If we wanted you to always have the best recruiting options available, we’d do so. But we don’t. We want you to pick up less-than-ideal candidates and mold them into mercenaries, and we want you to keep an eye out for fitting recruits as you roam the lands, not to lay siege to a town until the right recruit strolls along.
I get that reloading until your dream mercenary comes along can be an annoying experience – but that’s one of your own doing, your own choice on how to play this game. It’s perfectly playable without resorting to this.
We won’t wipe the recruiting roster every 3 days and fill it again. However, we may try to make it more based on the location you’re at and your reputation in the world in the future.
RapKeymaster
RapKeymasterI am not arguing that disengaging should be a risky option. Rather I am wondering if there shouldn’t be more tactical info (or the UI improvements, as you yourself have noted) in regard to disengagement, so I can make a tactical decision whether or not I should risk the actual disengaging.
If I am going to risk 3 hits from a two-hander instead of 3 bites, then I am not going to risk it. Especially when all attacks will have 75% to hit me. However, if my chance to get out is around 40% I might, even if it means I may get hit with a two-hander. That’s the difference it’d make for me.There is no fixed chance for this; your opponents simply get a free attack, and their chance to hit is the same as if they’d do a regular attack when you remain where you are.
RapKeymaster
RapKeymasterCentre on company
Could be that I just missed it, but a command to centre the screen on the company when on the strategic map would helpful. Sometimes I spend some time looking around the map and need to figure out where my company is, so I have to pause the game and look manually. A shortcut for that would make exploring go smoother.Press the Return key.
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