Topic: Economic part of the game
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- This topic has 6 replies, 3 voices, and was last updated 9 years, 1 month ago by Gotanmarf.
26. February 2014 at 14:24 #448
In old school x-com series there is tactical part and economical part of game. In the past I was thinking about x-com like game, which is set in medieval climate. On global screen there is wider map with dots that represents castles, villages, etc. Player can build on his castles (bases) constructions for specific functions. Identifying artifacts, hiring people, producing/selling/buying goods, etc.
I think that x-com’s economic part is very portable to medieval climate, and Battle Brothers has opportunity to use this similar idea for land’s defending and reacting on terror sites.26. February 2014 at 16:54 #449JaysenKeymaster
appreciate your input, that topic is very important to our overall gamedesign and we spent quite some time thinking about it and we still are. We will have a worldmap in our game with locations like hills, forests, cities and so on. We have not finally decided on how it will look exactly.
To get a better grip on the topic of what you call “economics” i think we have to split it in two parts: 1. Basebuilding. 2. Resource management
Initially, our intent was to stay close to the original Xcom but we soon figured out that that would not make for the best possible gameplay. Having a permanent base, like a castle or such, will make the player very stationary. If you have high-tech Skyrangers at your disposal it is way easier to cover great distances than with a horse carriage. Also, I always found the base building to be a very linear part of the game that didnt allow for much customization or variation in your gaming experience. At some point your main base would always house the same facilities and you would mostly build them in the same order and layout.
I dont want to take too much away but we came up with a sort of mobile base that can be tailored to suit your playstyle and support your personal way of taking on the game. We are working on that right now and you can expect a dev blog article on the worldmap soon where we explain all the details, so stay tuned!
2. Resource Management:
As with the basebuilding i can not go into too much detail yet but we will have troop management, equipment looting and management, resource gathering and crafting and a sort of “research” – so you will have all the good stuff in the game ;)
Our ultimate goal is to give the player a lot to do on the worldmap and a lot of decisions and freedom. In the end the gameplay on the worldmap has to be just as much fun as the tactical combat.
26. February 2014 at 19:16 #451
- This reply was modified 9 years, 1 month ago by Jaysen.
Hey Jaysen, for now, based on your posts, it seems that everything is going in positive way.
As for basebuilding, I think that it should be based on individual strategy decision – where player want to establish permanent castle, and where he want to build fast, mobile camp. Castle is good on territory which is quite safe (for long term usage, near valuable long term resources), and camp is good for protecting some freshly gained important place, before establish there castle, or simply for temporary supporting people on more dangerous territories. The most important thing about base’s solidity is player’s choice.26. February 2014 at 20:06 #452
I forgot to mention,
the kingdom(s) which we defend (from terrorising evil forces), could have its own random cities (castles too) and villages. And it depends on how good we work on defending them, they pay as suitable awards in some value (gold, food, people for new recruits, etc.). Villages can pay by food and recruits, cities and castles by gold and recruits (for example).27. February 2014 at 12:31 #466PsenBattleKeymaster
Refering to your last post, we actually are planning something pretty similar to what you mentioned.
In the overall scheme of the game you will have to take care of the country and stop the evil events/invasion etc. If you fail doing this (or let yourself get distracted by hunting for artifacts, finding treasures etc), people will eventually get attack/terrorized and start to abandon towns and settlements.
More people leaving results in reduced support and options in the towns until they are completey abandoned and fall under enemy influence.
That´s just a very rought concept, we´ll cover all this in detail soonish in a Blog post :)
Cheers!27. February 2014 at 17:19 #467
That´s just a very rought concept, we´ll cover all this in detail soonish in a Blog post
This is healthy concept, because player doesn’t build kingdom(s) from scratch (in game like this). He/she just defend it, and bases can be located even in kingdom’s towns.
In x-com too, player doesn’t build cities and other structures, which are connected with civilians.27. February 2014 at 19:28 #468
We must remember that x-com organization is not an army. It is international special group (small with comparison to all population), so there are no mass battles on huge fronts, just small, precise missions. Similar idea can be achieved in medieval-fantasy climate.
Even medieval world had special, over-nation organization for fighting global “evil pagans”, for example Christian Order of Teutonic Knights.
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