10. May 2015 at 11:31 #3644
Hello everyone !
First of all, congratulations are in order : this game is, even in its current dev state, a damn good piece of work ;)
I’ve thought about a few possible minor improvement – most of them have probably been already planned or talked about, though :
1)Could we be able to customize the initial battle formation ? The straight battle line is OK most of the time, but yet in some circumstances it may not be the most practical.
2)Records/Archives/History/Logs (Dunno the adequate word) just to remember all the good men you’ve lost ! Could be generated in a narrative way (cf the Black Company books ) like you already do for the mercenaries background.
3)Dynamic traits, wound, and perk : may be nice to see that battles have a dynamic long-term effect on your mercenaries. One could suffer some post-traumatic disorder after a rough battle against orcs, another could be handicapped by a bad wound, etc… – mostly like The Darkest Dungeon game. Also (this last point is probably the most arguable, as it would slightly modify the game design) could be cool to see your mercs slowly getting better with the equipment you gave them. Like a small, progressive bonus with the weapon(s) they use; could enforce the specialization feeling too.
Voila , just throwing out a few (possibly recurrent) ideas !
Anyway, keep up the good work ;)10. May 2015 at 11:52 #3648
1 -A deployment phase is planned. Not sure how they plan to do it, but I do know that you won’t be able to use it when you get ambushed,
2 -Some sort of list of the dead will also get implemented. How though is still up in the air.
3 -They’ve got an injury system planned with permanent that can result in permanent injuries, like losing an eye. Mental trauma might also be a part of that, though that’s less clear.
Don’t worry about these things already being planned. The devs are planning on making a roadmap of their current plans for the game and that’ll make it easier for us to make suggestions. Until then it’ll be a bit confusing. :P10. May 2015 at 11:52 #3649RapKeymaster10. May 2015 at 12:01 #3653
They don’t call me GOD for nuthin’. ;)10. May 2015 at 12:20 #3659AnonymousInactive
I like the idea of weapon forte, I dunno how it would be implemented mind you.10. May 2015 at 12:56 #3661
GOD : Thank you very much, I assumed that they were already planned, just wanted to be sure. Nice to see it’s the case. Looking forward to see the roadmap !
Rap : Thank you ! And I also have it on my wall – I do think it’s quite common though ;)
Drew : I neither had a precise idea of the thing, just proposing a concept.10. May 2015 at 13:35 #3663SarissofoiParticipant
I was thinking about similar weapon specialization.
If brother use a specific weapon with success(kills, damage) he earn XP for that weapon and weapon family.
#Brother using Short Sword with great success.
#He gain level up in Short swords(also get half or less points in other similar weapons).
#Bonus levels in weapon specialisations can give a brother bonus chance to hit with this weapon or bigger damage or some additional skills.
#Like basic Short Sword skills allow brother use only Slash skill, Normal allow use Riposte, Advanced allow for Thrust(or Penetrate).
Granting various levels for fresh brothers can also make them different(additional tool alongside Traits and Backgrounds and Stats).10. May 2015 at 20:22 #3697
That’s approximately how I would have imagined it too.
I have another question : will the game support modding ?10. May 2015 at 20:35 #3701
Just happy to help. ;)
Level ups like that probably won’t get implemented if this is to be believed. It’s rather easily exploited and they want to avoid the player trying to grind out skills like that.
Modding is definitely something they want to implement, but they have to look at how feasible it is. For now, it’s still a maybe.10. May 2015 at 20:35 #3702RapKeymaster
We’d like to support modding eventually. However, our resources are limited and our priority is in creating the best possible core game first. It could be a while until modding becomes possible and we can’t make any promises at all at this time.10. May 2015 at 20:41 #3704
I have finally made it happen…
The legendary double thread snipe. I guess you could say my skill is . . . divine.10. May 2015 at 20:53 #3707MalthusParticipant
Congratulations from the man who sniped GOD ;)
"I am a Paladin!"
>OMG, Malthus, there are no damn paladins in Battle Brothers...<
"OK, OK! Then I´m a wrecked down minstrel drunkard pretending to be a paladin, singing so wrong in the midst of battle that even the undead run in fear... Better?!"10. May 2015 at 20:59 #3709
It only counts when I care. :P10. May 2015 at 21:03 #3710
Don’t worry, that was just a question that went through my mind. Getting solid core game mechanics is obviously the priority here.
Though I don’t think you guys will run into too much trouble : the current stability of the game is already astonishing for an early access.
I imagine you must have a really solid and modular implementation already. Given that you are a three-member-only staff… Well, there is good skill and professionalism in the air ;).
For the dynamic skills, I understand that it would allow some kind of exploit… But yet, powergaming is eventually the player’s choice. As BB is a single-player game, I don’t really know if there’s a problem in allowing it.10. May 2015 at 21:17 #3712
The thing is that powergaming has an impact on the tone of the game. Like how fighting the Orcs is tense because you can’just wade through them, but have to be careful about your approach. Adding a mechanic that makes this possible takes away the tension, especially when that mechanic gives you power through tensionless grinding, because an opponent that you could rip apart, but choose not to, is less intimidating than an enemy that you have to fight the hard way.
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