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Topic: Improvement suggestions
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- This topic has 3 replies, 2 voices, and was last updated 7 years, 8 months ago by Sekata.
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4. April 2017 at 00:12 #21214SvaalaParticipant
Hi there,
First of all, congratulations for releasing the game. I have been playing it for a few years now and am enjoying it even more since its release. I wanted to make a little post about the things I think are lacking / could be improved in the game. I admit that I haven’t read many other threads in here so maybe everything I’ve said has been suggested already, but I’d like to hear your feedback anyway.
1. Richer combat scenarios: right now, every fight simply boils down to killing stuff, no matter what the contract is. It would be nice if there was different objectives to make fights a bit more varied. A few examples : kill one specific dude and bring his head back (he’d be stronger than usual but killing him would make his allies instantly flee); retrieving an item somewhere on the battle map, like behind enemy lines or right in the middle of the battlefield; last X turns vs an overwhelming force, etc.
2. Make the landscape more meaningful: the world map is very beautiful, but in terms of gameplay it could be replaced by a grid of movement speed values. I think it’d be nice if where you are had more impact than that. It could be events specific to some “biomes”; it could be mechanics (spending too much time in the mountains would make men eat more food or end up freezing to death, etc.).
3. More combat tactics: I feel there is not enough diversity with what you can do on the battlefield. I find it very hard to make a warband that prefers fighting at range, using speed and evasive maneuvers to stay at range while shooting, for example. I always end up using more or less the same tactics from game to game, because I just don’t see another way.
That’s just a few general ideas. I feel the game is already excellent, this would make it even better in my opinion! Has any of this stuff or something similar been considered for the future?
Regards,
Svaala.4. April 2017 at 00:29 #21215SekataParticipantHello!
1. There are not a great deal of combat variations in the game at the moment, but there actually are protection missions in the way of caravan quests, but for the most part that’s a reasonable critique. You are managing a band of mercenaries though, mercenaries are awfully good at killing.
2. There are region specific events in game. You do consume more food and move slower while in difficult terrain (swamp, forest, mountains) and there are events for each of these land types.
3. I have no comment on this one. I’m fairly satisfied with the combat myself. What exactly would you be looking for in-game to address this?
4. April 2017 at 01:17 #21216SvaalaParticipant1. Mercenaries are indeed good at killing, but they do it for a reason (yes, coins :p). I mean, it’d be nice to have different combat scenarios available.
2. Oh, right. Well, I never noticed, so I guess all I could add is it’s not obvious enough :D.
3. Don’t get me wrong, I love the combat system – otherwise I wouldn’t be playing this game! I just think the available tactics could be a bit more varied. For example, I was mentioning a ranged combat group: I feel this is very hard to do right now, at least in early-mid game (I don’t have max level guys so I don’t know what kind of perks lie ahead). I wish wearing light armor would make me faster and more agile than someone in a heavy armor, so I could actually stay at a distance and land some shots. At the moment, a heavy armor doesn’t make you slower, it only reduces your max fatigue, so it’s easy to catch up with a ranged fighter that’s wasting APs on shooting at you instead of moving.
I think one thing that would add a lot of diversity would be to add active skills on chest armors. For example, a very light armor could give you a skill that allows you to move 1 tile for 0 AP and a bit of fatigue, or a skill that allows you to walk out of a control zone with a slight dodge bonus. Medium armors could be meant for high damage melee fighters without a shield, giving a dodge stance skill or a charge skill. Heavy armors could give various tanking skills.
Adding an extra skill on the chest armor pieces would allow for quite a bit of specialization and add plenty of options in combat – new ways to spend your APs, i.e. new tactics.
Sorry if it’s a terrible idea, I’m just making it up as I go :)
4. April 2017 at 01:30 #21218SekataParticipant1. Mercenaries are indeed good at killing, but they do it for a reason (yes, coins :p). I mean, it’d be nice to have different combat scenarios available.
3. Don’t get me wrong, I love the combat system – otherwise I wouldn’t be playing this game! I just think the available tactics could be a bit more varied. For example, I was mentioning a ranged combat group: I feel this is very hard to do right now, at least in early-mid game (I don’t have max level guys so I don’t know what kind of perks lie ahead). I wish wearing light armor would make me faster and more agile than someone in a heavy armor, so I could actually stay at a distance and land some shots. At the moment, a heavy armor doesn’t make you slower, it only reduces your max fatigue, so it’s easy to catch up with a ranged fighter that’s wasting APs on shooting at you instead of moving.
I think one thing that would add a lot of diversity would be to add active skills on chest armors. For example, a very light armor could give you a skill that allows you to move 1 tile for 0 AP and a bit of fatigue, or a skill that allows you to walk out of a control zone with a slight dodge bonus. Medium armors could be meant for high damage melee fighters without a shield, giving a dodge stance skill or a charge skill. Heavy armors could give various tanking skills.
Adding an extra skill on the chest armor pieces would allow for quite a bit of specialization and add plenty of options in combat – new ways to spend your APs, i.e. new tactics.
Sorry if it’s a terrible idea, I’m just making it up as I go :)
I wouldn’t call it a bad idea. Most of the more complex tactics are just about impossible at lower levels. That much I’ll admit. Higher level brothers could be made into competent skirmishers with a combination of pathfinder and footwork. Specing in dagger proficiency and getting nimble can make a light armored brother extremely deadly to a knight. But again, most of those more complicated builds are gated behind levels. The veterans hall is nice, but I don’t find it sufficient for quick training. Maybe we’ll see more in the future, but a lot is up in the air. The devs will be taking a break shortly based on the blog, and may or may not be able to continue development.
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