SuperCaffeineDude's Replies

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Viewing 15 posts - 31 through 45 (of 92 total)
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  • in reply to: Paul´s Art Corner #18048
    Avatar photoSuperCaffeineDude
    Participant

    Yeah for gameplay purposes the character would be out of harm’s way, I just don’t want to get bandit blood on the flag :p , also sword combo looks cool.

    Maybe if it were an offensive shield? A pike-thrust instead of SWall/Bash, with a free hand for a light weapon. The banner would restrict secondary weapon choice and the “pike” hitChance could be reduced when paired with another weapon. Might make them a bit more sturdy.

    Regardless, the spear heads you have on some on the banners sell their added utility, and I suppose they could all have spiked bottoms.

    in reply to: Paul´s Art Corner #18037
    Avatar photoSuperCaffeineDude
    Participant

    I love that we’re seeing this.

    Maybe if the banner occupied the shield slot (as it sort of looks like) the battle-bro could just wield a light sword. With the banner being quite heavy and giving whatever perks you guys have in mind?


    in reply to: After playing…my ideas and suggestions #17927
    Avatar photoSuperCaffeineDude
    Participant

    1. Small enemies would be great though how they differ from larger enemies will be hard to simulate on a hex grid, my suggestion would be having small units merge into each others hexes to make a beefier unit, i.e Kobold/Sprite + Kobold/Sprite = Kobold/Sprite Duo.
    And from there; Group, Gang, Mob, etc. The larger the unit becomes the easier it is to hit, and the more damage it does. When dealt enough damage its swarm size is reduced.

    2. I think one problem with flying units is how they might be represented, ideally the difference between a teleporting unit and a flying unit would be that a flying unit can be engaged by archers, and maybe locked into ground combat?? But the art style has a rendition of the upperbody on a pog-like stand, so I’d worry that a hovering unit might look cheap, and might be a pain to find on the z-level plain (like on dwarf-fortress).
    In concept though I would love something like that.

    3. I would love to see the “Wildmen” used as a bandit sub-faction alongside the “Deserters” and such, since (flags aside) the assets are already on the table. The other creatures you mentioned I’m not so sure about.
    I’m pro troll, maybe warhammer-like with health regen, but germanic with fur and nose, with branches they can swing and stones they can hurl. Perhaps in groups of 3, with rare albino trolls that are larger but hate light

    in reply to: Paul´s Art Corner #17896
    Avatar photoSuperCaffeineDude
    Participant

    Poor warhammer :'( Yeah I’m pretty sure it was souly a copyright issue.

    Yeah the look of the goblin/orks is quite hard to do away with, in a different hue maybe the orcs could wear a different title, but the goblins with the large pointed noses and ears are very hard to think of as anything but. For me it’s just how skilled and lethal the goblins are that clashes with the troupe of them being a high quantity low quality race.

    The “Ghouls” could be anything though, the classic ghoul is a nimble gangly humanoid, whereas yours are quite stout and demonic. So I’d resuggest something like “Carrion-Fiends”, or something more germanic/latin.

    With the lootable crowns, idk I think if we just get something generic like “Ancient-Treasure” we can kind of presume there’s looted crowns and jewelry in the pile. And maybe something similar could exist with the orks like “scrap-iron”.
    Arming our mercs with crowns might be good for a laugh, but mechanically and contextually it wouldn’t make a lot of sense, I could see myself using the bronze armours and weapons in a pinch though.

    The crowns look great though, I love the vibe you’ve given the faction.

    in reply to: Paul´s Art Corner #17863
    Avatar photoSuperCaffeineDude
    Participant

    I like “Vordern Legion” quite a lot. I’m not to sure about the ghouls, I agree Totenesser sounds a bit flat, but the “Lab” suggestions work a little less to me, like a shorthand for labrador or laboratory.

    Perhaps, Lesser/-/Greater Labener?
    Or something a little more on the latin/english side a Carrion Imp/Fiend/Horror?

    Yeah the orks/goblins are a really hard to see as anything else given their look.

    I could imagine folk-lore trolls being part of the setting…

    …but their look is completely different.

    And I honestly think the Orks kind of work, it’s more the goblins that feel a little odd, looking very old-school D&D, but acting far too competent in-game to be the generic low-level enemy I associate it to.

    in reply to: Paul´s Art Corner #17841
    Avatar photoSuperCaffeineDude
    Participant

    “Mortuos Antiquos” eh… maybe, take your pick I guess, the germanic peasants and lords are the ones naming everything, and the saxon/celt/roman undead seem unlikely to provide answers as to their origin.

    Based off that; “Alten-Toten” seems a bit more likely to me and has a ring to it, but I’m an ignorant Englishman and either one of those titles might sound totally lame to someone who knows the language lol.

    in reply to: Paul´s Art Corner #17839
    Avatar photoSuperCaffeineDude
    Participant

    I’ve got to be honest I think translating many/all the factions/units into deutsch will make the sound a lot better, for me the “Ancient-Dead” sounds a bit odd, whereas the google translated “Alten-Toten” kind of ties it to the location (central europe).

    in reply to: Party Buffs #17786
    Avatar photoSuperCaffeineDude
    Participant

    Like your idea. But I prefer to a captain perk system for such needs.

    As in upgrading some form of player avatar? idk, in the case of my suggestion it makes a lot more sense to attach perks like map movement speed to how many scouts you have, or how good your food is to how many chefs you have etc. Especially since late game there’s not many reasons to hire a mixture of professions.

    The devs also kind of seem opposed to having a player character, despite the written references to “you” as a someone leading the company relatively close to the action.

    A suggestion I’ve made that is similar is perhaps having static company values that might mix-up your playstyle, so you could be, for example, a company of beggars that the noble houses dislike.
    http://battlebrothersgame.com/forums/topic/different-company-embark-setups/

    Or I suspect you might be referring to the perk tree, and upgrading certain characters to get company-wide perks? Which again; there’s no reason to hire certain tradesmen late game, so I’d propose giving these perks to the commoners rather than letting warriors learn them.

    Ultimately this might encourage a party to host a variety of support staff in addition to their homogeneous group of hedge-knights and sword-masters. Such as medics, smiths, quartermasters and cooks.

    in reply to: Paul´s Art Corner #17778
    Avatar photoSuperCaffeineDude
    Participant

    Can we have both? Old ones as a kind of wild bloodthirsty monkeys that live in lairs and dens and like eat anything(addition to beasts along direwolves) and the new ones as sort of demonic infestation alongside cultists and crazy wizards/heretics or alone after they eat them.

    I do like the original, but I don’t know it the difference is great enough they’d look like separate creatures

    in reply to: Paul´s Art Corner #17767
    Avatar photoSuperCaffeineDude
    Participant

    Really love the bottom 3, I’m tempted to say the fatter form looks a bit docile, but then I think that might make sense since it’s sated its hunger.

    in reply to: Different types of arrows #17575
    Avatar photoSuperCaffeineDude
    Participant

    I like the idea of barbed arrows that impede Steir

    Maybe Goblins spawn with barbed arrow quiver, and poison-shot could be a special ability they can use for, say; 2 ammo and some time-units. Generally less ArmorPen than default, and expensive for mercs to resupply

    Wildmen/Rabbles/Undead could use a crude arrow quiver, that is super cheap but inaccurate and not too deadly, maybe with a special fire/bleed shot ability for 2 ammo and extra time-units

    And others would use iron-bodkin quivers, as the middling default ammo, and maybe crossbow bolts could be adjusted to deal more damage up-close than an arrow?

    in reply to: Different types of arrows #17514
    Avatar photoSuperCaffeineDude
    Participant

    Yeah bespoke arrows could cost more of an ammo supply, similar to javelins, but have their own quiver. Or just cost two arrows on the battlefield to fire, as some form of special ability, to simplify it for the player and artist.

    It’d be nice to have different types of ammunition, like…
    Primative: A thin length of rod some tipped with bone, stone and lesser metals.
    Standard: A strong shaft with an iron bodkin, made to cheaply supply the demands of the war economy
    Poisoned: The crude tip of this projectile hosts a vile poison that bleeds and renders drowsy foes
    Hardened Steel: A steel bodkin that more readily pierces maille.
    Broadhead: A flat and costly steel arrowhead, made to bleed foes but less so armour

    I’d also like it if ammo had a random recovery rate.

    in reply to: Big Animals/Monsters + Contract suggestion #17452
    Avatar photoSuperCaffeineDude
    Participant

    I semi-suggested something similar before http://battlebrothersgame.com/forums/topic/warped-fantasy-races/, though I was less suggesting you be able to talk to them, and the devs have ruled out adding any “new” races at this stage, however they’ve mentioned perhaps maybe doing dlc post-launch with new factions.
    I don’t know that it’s possible we’ll the “beast-faction” expanded before then to include more than direwolves but needless to say I’d be greedy for more beasts to hunt.

    And totz, if they later expand it to include other races you can talk to that’d be cool, though perhaps they could keep other creature factions hostile and introduce human factions that are foreign to you, mechanically easier to offend, and narratively you talk through their translators and stuff.

    in reply to: Different Company Embark Setups #17451
    Avatar photoSuperCaffeineDude
    Participant

    I’d like to think it’d encourage multiple playthroughs, and might work well given the devs talked of rejigging company-morale/mood/stuff and a big bad enemy, FTL definitely had that sort of interesting style with your ship and its initial crew, augments and weapons. Rimworld also had something similar for lower-skilled modders to change the starting scenario.

    in reply to: Different Company Embark Setups #17402
    Avatar photoSuperCaffeineDude
    Participant

    Just to show off how it might work and look with other scenarios based around the flags…
    Pros and cons based on how violant these men are
    Pros and cons based around being poor
    Pros and cons based around relying on luck

Viewing 15 posts - 31 through 45 (of 92 total)