Sarissofoi's Replies

Forum Replies Created

Viewing 15 posts - 211 through 225 (of 240 total)
  • Author
    Posts
  • in reply to: City / Village / Castle placement on map #3012
    Avatar photoSarissofoi
    Participant

    What the guy said.
    Map generation currently have more effect on difficulty of game than starting team or difficulty levels.
    Examples
    #01
    null
    City in centre but far away from any villages or military outposts.
    North connected by road that go all around the place mean that caravans will be cut off quickly and patrols will not reach. Travel times will be long.
    Safe area on south protected by Stronghold and Watchtower will be easy to protect but rest are too far away or simply cut off from road grid. Like this village on east in the mountains.
    #02
    null
    City and stronghold near of each other with river close to the city.
    Villages are well connected by roads and protected by Watchtowers. Some villages are more secured(the one in centre) some are in more dangerous locations.
    I have saves for both maps on 1st day on hard difficulty. I can post them if anyone want.

    in reply to: No challenge? #2768
    Avatar photoSarissofoi
    Participant

    What are you talking about?
    Start at easy so you have enough cash to equip your guys.
    Grab them militia spears(basic attack has +20% to hit) and shields(bonus defence).
    Add one or two archers.

    Then just know when to fight and when to run.

    in reply to: Some tactical thoughts #2631
    Avatar photoSarissofoi
    Participant

    I am personally against mounted combat.
    I really like this settings with no horses.

    in reply to: Offense Skill Tree Discussion #2630
    Avatar photoSarissofoi
    Participant

    Executioner is great for dagger user. This and Full force.
    Give man a Scramasax and enjoy free armours. Especially great against heavy armoured humans but when you start on hard you can use spam of knifes to get free armour.

    I actually think that knifes and daggers should have difference in skills.
    Knifes are more for cutting and slashing when daggers are more for stabbing.
    With good character you can kill heavy armoured man with two stabs and keep his armour.
    Obviously work not so good against orcs.

    in reply to: Unit Facing #2629
    Avatar photoSarissofoi
    Participant

    I like current system. Is simple and work well.

    in reply to: Sorting (rearranging) my mercs #2628
    Avatar photoSarissofoi
    Participant

    Yeah. It will be nice addition.

    in reply to: No challenge? #2627
    Avatar photoSarissofoi
    Participant

    I also notice this. If you keep roads safe and local militia doesn’t get wiped locations are full of supplies and weapon.
    Check the status under the name of location in the location screen.
    Wealth is used for generation of caravans and military forces. So if they lost caravans they not only lost future profits but also chunk of currents wealth. The same goes for military. If they get losing troops they need spend wealth to replace them.
    Poor location = poor military forces = no chance to protect caravans => poor choice of items. Only you can safe them after some point.

    in reply to: Suggestion: Starting over in the same world #2483
    Avatar photoSarissofoi
    Participant

    I like this idea. It can be nice challenge especially if you start again in current world that is infested by bandits, raided by orks and full of undead already. Cities are poor there is no weapons and towns have no cash for rewards just beg for help(you do it for free).
    #Also I like the idea of saving maps and start from the scratch here. Some maps are really nice when some are not so.

    in reply to: New faction suggestion #2289
    Avatar photoSarissofoi
    Participant

    I think that devs plan a rat beats nation similar to Skavens and some sort of Arabic or Turkish kingdom.
    Although it will be nice have some semi Bizantines imperial faction and Slavic faction.

    in reply to: Post-EA feedback #2243
    Avatar photoSarissofoi
    Participant

    That is nice. especially if wounded brothers need time to heal and can’t fight when heavy wounded.

    Item quality is also planned. I already created all the assets for “rusty” weapons for the undead but we didnt have the time to implement that. So we will probably implement the whole “item quality” thing when we have a clearer concept of how exactly it will work

    Great to hear. It will be nice if some items will be worthless when try to sell them.
    Like whole rusty/crude weapons(who gonna buy this trash anyway?), or peasant simple weapons(peasant made them but who gonna buy them?) or orcish weapons(who gonna use them?) etc.

    in reply to: My first impressions #2242
    Avatar photoSarissofoi
    Participant

    Oh, just another suggestion.

    The F12 key that Steam uses for taking screenshots also opens the console on Battle Brothers, so then F12 has to be pressed again to close it, which then takes another screenshot.

    Could you perhaps make all keys configurable by players, or move the console key to the key above TAB as it is in many other games?

    Agree.

    in reply to: My first impressions #2240
    Avatar photoSarissofoi
    Participant

    #I am just gamer so don’t mind me too much.
    #I play on hard so items cost more and sell for less(I think).
    #cash is no problem in long run.

    Economy:
    1. They are not.
    Thing is their price is right and their are decently available if you good good job protecting some areas.
    Things is that villages/towns blocked by bandit raids produce them less.
    Keep clear and safe some village/town and it should produce enough of them. Also not anything should be repaired. Sure you get better price for repaired items but do its your choice. Don’t repair trash items just sell them or abandon them.

    2.They are alright. I would argue that some of better recruits should cost more because they have much better stats compared to your typical trashy cheap recruits.

    3. Jobs are good enough. There is always some delivery or escort mission.
    My only complain is that there is no often mission to find and clear this bandits fort that spawn raiders and ambushers that destroy city economy.
    It should be priority.
    Like local government contract(main slot) when traders and private persons have two other slots available.

    Actually I would divide contracts on three types:
    >CONTRACTS – given by local authority with high priority, High risk but high reward like
    >>Find and destroy that Bandit Fort that raid our caravans.
    >>Our scouts found enemy Hideout/Lair/Den, enemy is still weak(or not) but go and burn it before they grow stronger
    >>Escort this important caravan to this city by this road who we know is infested by hostile forces
    >QUESTS – given by local merchants/private persons, low risk/low reward, can be taken few but there is time limit, like
    >>Scout, go find X investigate and come back
    >>Delivery X to Y
    >>Seek and destroy enemy party
    >BOUNTIES – given by local authority where there is no high priority tasks, limited time
    >>Head hunt – kill Orcs get ears bring get paid
    >>Wolf hunt – same but Werewolfs
    >>Bounty – for leaders of bandits/orcs etc

    in reply to: Character Generation #2232
    Avatar photoSarissofoi
    Participant

    I think system is not bad for now.
    What I would like to see its more options for world generation(or starting option).
    Like size of the world, level of bandits/monster infestation, typical enemy on the map etc.
    Also some additional higher difficulty settings like:
    >lower amount money you can get from selling items
    >increase amount of money/food consumption
    >increase cost of recruiting characters

    Different starting party can be adressed in this options too.
    Like:
    >Noble adventurer – lead character is Disowned noble/Bastard with two servants/other connected people to him
    >There is no salvation – party made from people of religious backgrounds(monks, flagelants, cultists)
    >Time for redemption – party made from former(or current) criminals(thief, raiders, killers etc)
    #throw some more
    It can be nice especially for RPG play if you want lead for example company made from nobles/military only. Or from criminals only. Etc.

    in reply to: Post-EA feedback #2228
    Avatar photoSarissofoi
    Participant

    I think crafting system and companion(none fighters but supporting role) system is planned.

    in reply to: Strategic map. #2224
    Avatar photoSarissofoi
    Participant

    I agree. Having option to donate food/medicine or just sell it will be great. I often have abundant food medicine supplies taken from enemy and have no need to buy it.
    Selling them fore some spare coin will be great.

    ##

    What about movement on strategic map?
    How about making party(enemy too) go faster/slower depend of size and supplies/loot?
    So
    >small party(player or enemy) 4 or less(so scouting/hunting parties mostly) will be faster.
    >medium party 5 to 8(so typical ambushing/raiding party or bigger scout) will be moving normal.
    >large party 9-12 will be little slower but not much

    Also making movement on strategic map affect party fatigue. So tired or exhausted party move slower and when in fight start with some fatigue already, fresh move faster. They need to rest(unless they are undead).
    Different type of parties can differ on movement speed/behaviour.
    Like:
    >undead never get tired/fresh/exhausted
    >undead don’t slow their movement speed at night
    >bigger parties are detected from larger distance
    >bandits with loot or caravans move slower
    >werewolfs move faster at night but hide in woods/stay in ambush at day
    >hunting parties camp at night but scouting parties can move near targets at night
    >camping make party members heal/repair items faster

    ##

    Having permanent locations of different size on the map that can change their status or ownership will be great addition to the living world and map dynamics.
    For example:
    >Farm – produce food mostly
    >Abandoned farm – empty, but can have some items/cash stashed or small band of monsters/bandits
    >Infested farm – taken by monsters/undead, rarely spawning wandering party
    >Bandit Hideout – taken by bandits, can spawn scouts, work with bigger bandit encampment
    >Destroyed farm – empty explored location but can be resettled or retaken by monsters
    or other locations
    >Unknown caves – can be explored
    >>Bandit hideout – bandits
    >>Cultist shrine – necromancers and undead
    >>Werewolf den – Werewolfs pack
    >>Stashed treasure – some coins and items
    >Empty caves – empty and explored

    So this permanent locations can be explored and cleared or cleared and resettled.
    Propositions:
    >Farm
    >Hunter camp
    >Woodcuter camp
    >Mines(miner camp)
    >Trade outpost
    >Road Inn
    >Caves(different sizes)
    >Abandoned forts
    >Camps and dens

    They can be taken by wandering parties of bandits or monsters after being cleared. Any thoughts?

Viewing 15 posts - 211 through 225 (of 240 total)