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Topic: Red Fog – The Impact of Injury
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Rap.
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25. September 2015 at 06:51 #6718
SurrealistikParticipantIf anyone’s familiar with X-Com (another great turn based tactical/strategy game), injuries in that game reduce your character’s capabilities due to physical injury and pain; this is also true of the new X-Com per the ‘Red Fog’ optional setting.
Definitely would like to see an equivalent in Battle Brothers, either as a core mechanic (that could be specific to higher difficulties) or an optional setting; it’s a way to make the game more challenging that emphasizes realism/verisimilitude. Though this mechanic would apply to enemies as well, it’s a false symmetry in that you are altogether more affected by your opposition due to your casualties mattering infinitely more, and the increased probability of suffering them that such a change would imply.
As to how this might work mechanically, Health damage beyond 50% of a character’s maximum would result in penalties to all non-Health stats that scale with the amount of damage taken up to say a maximum reduction of 50% to all stats; these penalties might be halved for enemies that don’t feel pain and only suffer loss of effectiveness from actual trauma (such as Undead).
25. September 2015 at 11:50 #6722
RapKeymasterInjury mechanics are a planned feature, although they’ll work a bit different from what you describe. Because this will require giving your Battle Brothers some time to rest and heal every now and then, we want to introduce it only once the player has an extended roster that allows for rotating people in and out of ‘active duty’.
25. September 2015 at 12:04 #6723
RusBearParticipantThis will be implemented through the mechanics of the events or somehow in a special way? In any case, we need not only to injury (as a result of battle and received injuries) but also increase the skills of attack and defense as a result of outstanding actions in combat (very high damage caused, the number of enemies killed, etc.)
25. September 2015 at 12:28 #6724
RapKeymasterSome events will also make use of the injury mechanics, e.g. the ‘training acident’ event may cause a concussion, or a sprained ankle with penalties relating specifically to movement, instead of the generic loss of hitpoints it has now. Other than that, however, the injury mechanics will work independently from events, and injuries are gained mostly due to your actions in tactical combat.
25. September 2015 at 19:50 #6742
SurrealistikParticipantHow will injuries work exactly? What impact will they have? Reduced stats/increased costs dependent on what they are? Increased AP costs for movement per a leg injury or reduced melee/ranged skill for damage to arms/hands?
25. September 2015 at 21:12 #6749 -
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