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Sky
Participant8) I’m a tactician but also The Manager –> Reload the game when stats gained is not quite favorable.
You sure about the tactitian and manager? Seems like a plain save scumer to me. Worst possible tip of the century. Don’t do it. It will ruin the fun and flow of the game.
Sky
ParticipantAgree, simple stat buff debufs are boring. And I do like the “unusual” skills aswell. I sure won’t miss the shield bash perk if it gets replaced with some active ability or nice passive. I’m sure that part of this game’s individuality comes from the current perks and even tho there could be (and should be) more stat related perks like Focus-Fatigue Commander-Resolve etc, and there is only limited skill symbiosis it still is far better than the most current skill sets out there.
Sky
ParticipantTrue, but you could limit it to the enemy only, since there are no surgeons or similar in BB (yet) where a fatality would automaticaly do a type 2 death while a simple beat down a type 1. If you wish to deepen this kind of system you can always have the blunt weapons have a higher chance to do type 1 since you are more able to take enemy out without killing than with a blade.
If the whole prisoner thing is purely for the purpose of events and you won’t be able to interact with them (like in M&B selling letting go or even recruiting) then there is simply no need for a deep system. Just a random chance to get prisoners after a battle so they can start an event later on. Just a prompt of acquiring x prisoners of y type. There will be no need of detailed representation of prisoners either this way, just as much as be informative.
If the prisoner system is supposed to be deep and interactive well then first of all there should be a list of actions with the prisoners and depending of the end aims on this list should be a system made so it can satisfy every aspect.
Sky
ParticipantExactly. We considered this as well, but as you pointed out, knocking a target away and at the same time debuffing it are pretty much two conflicting effects.
Have you considered to make this perk an independent additional skill? To unbound it from the shield bash skill and instead make it give a new skill for a shield user who has this skill aswell. This way it wouldn’t be necessary to knock the target back to do some damage and debuff or whatever else you see fit, but it would still be a utility skill with a utility use and it’s strenght would be limited to shield users only.
If you wish to bound it to reality more, well there were hard shield wielding practices to make a valid member of the phalanx who could not only hold the shield covering behind but to effectively use it to attack. Same goes for the more rare spiked shield users and other specifications.
Sky
ParticipantWell the prisoner system is not a big of a problem imo, can be made similar as in M&B having two death state. While in first the enemy can be captured at the end of combat and if not they die (the surgeon can resurrect your soldiers up from this state) and the other one is a fully permament death appears.
Not sure if there should be any, since the prisoners have to be constantly healed fed watched, in middle ages it was rare to take prisoners. Much faster and easier to blade em down.
Sky
ParticipantWe should not forget that this is a game, and at this point the gameplay should stay sound without to be burdened by reality. As GoD said, this would be a good buff to the perk, perhaps even make it valid. But there should’t be any overcomplication on the default skill it is already useful, balanced, and needs no rework.
Sky
ParticipantNo you are not missing anything. If the shield can stun then there will be no need for blunt weapons. For now only they can do stuns that are more valuable than the knock back of the shield since the enemy loses their whole turn instead of just a step back. While the knock is nice for tactical placement rearrangement it is situational, but a stunned enemy loses their zone of control and can be freely passed by anyone.
Sky
ParticipantIt was. ;)
Sky
ParticipantFor example. A units spends 4 AP and waits. That unit then gets stunned. The turn they were about to receive is skipped and 5 AP is deducted from the AP pool of their next turn.
9 – 4 = 5, on the next turn the char loses 4. As long as the stun takes away 1 turn worth of ap is fine. But if for some reason the char would end up losing half of this turn and the whole next (starting with 3 or less ap) that would be a problem.
Sky
ParticipantHehe, indeed Master! ;)
Sky
ParticipantThat is a neat idea indeed, especially if you could give the weapons names or titles. The bonus thing is a harder part since you have to balance it out or make it a very limited experience. Like it, and would be glad to see it ingame!
Sky
Participanti would like to see their stats before you buy on the merc screen so you can weigh up their cost to benefit
Was thinking about it for a bit, and while at the company creation it would be beneficial to see the starting members I belive it would take away much if you could see all the stats and traits of the recruits. It would become a min maxing hellhouse instead of take what you get and deal with it as best as you can.
While you shouldn’t be able to see all the stats, you probably could see the traits. It is not hard to see if someone is for example short or nearsighted. This would give a better reference point to players and still not take away all the fun. Sure you could spend time instead playing to calculate what stats they could probably have, but hey if thats your funtime be my guest.
Sky
ParticipantIt is not endless retaliation attacks. The limit is the targets AP, since it costs AP to move around. So usually you get 3-4 hits depending on terrain on the enemy. And same goes for your fleeing mercenaries. And as many times, again I do agree with GoD. You mentioned footwork, well you have the rotation skill aswell. Using these two skills tacticaly should help you a lot with wavering brothers. Fleeing is a panic move, fear for life, even in real life you will see people running around in extreme conditions like headless chickens, and here you are fighting spawns of evil. And surrounding gives bonuses not only tactical but debuffing aswell.
Beside footwork and rotation there are different weapons that can help you with saving brothers. Shieldbash(shield) Repel(2h pike pitchfork) Hook(billhook) Stun(maces 2hsword crits). The taunt skill should be useful aswell tho imo is not yet good enought, the enemy still targets the weaker armored units. Again check the defensive tree tier 3 skills, ofc shieldwall, riposte weapon skills aswell. You do need to find the balance between offense and defense to maximize your groups potential just as much as tactical placement or weapons of choise.
Sky
ParticipantYep, had the same problem with werevolves vampires lost souls, just couldn’t find any when my force was up to the challenge. For a looong time, then found all of them in one place.
About the writing, yep it is quite nice, liked to read all the text but found that there is not that much in yet.
19. May 2015 at 09:34 in reply to: Would the devs or members of this community be interested in a comparative… #4151Sky
ParticipantNice, if you have questions just ask.
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