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Reply To: Extra attacks on fleeing / skills
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Every miss serves a greater purpose in my design for you. So it is that a miss makes you value what you have, while a hit makes you value what you gain. ;)
Oh, I was agreeing with you about the wildly different experiences. I just feel like wildly different experiences and opinions are a good thing, since it means that the game allows for many different valid approaches. In contrast, chess has a lot of certain outcomes that you can study, hence the joke. Don’t get me wrong. I like chess, but it has a different kind of appeal.
As for the sacrifices, I agree on that being more of a strategy game tactic, but that’s precisely why I mentioned it. It’s just as valid as tactic here as in an those games, but each individual brother represents a sizeable investment on the part of player. As a result, whether you employ tactics like that depends on the circumstances and your playstyle. If you do, you’ll have to deal with the consequences. If you don’t you’ll have to alter your approach. I like how the game allows for differences in playstyle in such an organic manner, as result of using strategy game tactics (pinning) in an RPG setting.
Yeah, the AI trying to save its own troops a bit more is the kind of thing that I was talking about. Stuff like using their abilities more to stop you from ganging up on a single enemy – when relevant to the faction, of course.
If you’re interested, I’d really like to know what you have in mind here in terms of situations the AI should make better use of their skills. Perhaps in another thread?
No problem, I’ll make a thread about it for discussion. I’d like to note though that I’ve been really pleased so far with all the AI tweaks you’ve done (like the recent spearwall change), so my first suggestion is just keep going in that direction.