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Topic: Suggestion: Quest Stacking, Increased Rewards
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- This topic has 7 replies, 6 voices, and was last updated 9 years, 7 months ago by NewAgeOfPower.
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11. May 2015 at 00:42 #3724NewAgeOfPowerParticipant
Right now, it costs 318 crowns/day to run my Mercenary company. (I am playing on Normal)
Admittedly, I do have 4 max level characters, and everyone else is approaching level 10-11 as well, but the sheer cost of maintaining my company means escorting caravans, nevermind delivering packages, are incredibly unprofitable. Search missions are also unprofitable unless you are extremely lucky or somehow know where the site in question is going to be.
This leaves Raze contracts. The most I’ve earned from a single Raze contract was 5670 crowns, for storming an Invincible Orc Fortress, and most of the contracts are between 1000-2000 crowns.
Simply giving players more money for each mission makes the game easier, so I thought of an more elegant solution:
-Allow players to take multiple missions at the same time; i.e. Deliver a Package to Town B, and Escort a Caravan to Town B or C. This allows for a player to earn more money from the same ‘trade run’
-Each mission taken has a chance to spawn enemies en route. Caravans naturally attract raiders and ambushers. If someone in the inn/tavern you or your men are in overhears that you are delivering something valuable, they may attract rival guilds or other collectors, etc.
-Taking multiple such ‘trade’ missions is almost suicidal for low level bands, but is merely risky for high level companies.
Anyways, feel free to discuss this (or any other of my suggestions).
11. May 2015 at 06:47 #3731GODParticipantI’m expecting this to be less of an issue when quests are made more diverse, with greater variety in the amount they pay. I think that holding multiple contracts is also planned, though I might be conflating it with UI design.
Enemies spawning for quests is something I’d definitely like to avoid if possible, since one of the game’s strengths is how it plays fair like that.
11. May 2015 at 09:41 #3737mrbunnybanParticipantI’m expecting this to be less of an issue when quests are made more diverse, with greater variety in the amount they pay. I think that holding multiple contracts is also planned, though I might be conflating it with UI design.
Enemies spawning for quests is something I’d definitely like to avoid if possible, since one of the game’s strengths is how it plays fair like that.
Spawning enemies which target the caravan isn’t unheard of. M&B does that as well… just that the enemies will usually run when they see your large army, haha. (Gosh, need to stop comparing to M&B)
It could just be that the costs of maintaining the army are too prohibitive right now, at least for the game as is. I think that’s pretty valuable feedback for the dev team. We’ll have to wait and see if there are supports introduced to help maintain that army in the later versions of the game.
11. May 2015 at 10:57 #3741Holy.DeathParticipantI had situations where I thought enemies spawned on purpose. I was near the end of a very profitable caravan protection quest with no combat at all. Only to find a bunch of Fallen Heroes moving out of the forest. We won, but it was really tense. Their equipment served as well after that.
11. May 2015 at 11:38 #3743SkyParticipantNo, there is no spawn from thin air. If an enemy band comes from somewhere, then there is a camp that spawned it. The enemy spawn works as the merchants in town from what i’ve seen. The enemy camps have a unit counter and every time unit it increases. When a band is spawned it decreases the camps unic count. When there is a pray in sight the camps will increase their band formations and heavily drain the camps units. If the army near their camp is strong they tend only to spawn the usual scouts.
Now your party costs 318, that mekes most of your men nobles hedge knights swordmasters and other strong backgrounds. This is an extremely powerful mercenary group. There is nothing that could possibly end you at this point. My testing party was made up by extremely low upkeep backgrounds with a daily upkeep around of 150s. And even they were almost impossible to stop. Last few times I changed things up to see how it is to have a high upkeep army that has stats far above the one I had before. Still in progress but even now when half of the team is low lvl(1-4) there is not much of a difference, they stand their ground agains orc hordes and undead swarms. This is a management aspect. And I do like it. A low upkeep is absolutely valid, while a high upkeep is an overkill for now. You got to manage what you are capable of and what is above your paygrade.
A tipp to be able to sustain a high upkeep army. Go raid. Even without quests go and raid enemy camps, fight them and sell all loot. Take only the high profit jobs with 3k+ reward money.
And please, no please don’t do the spawn of thin air thing, that’s just plain stupid. The current system is fine-ish, the enemies have a base, they tend to stalk the settlements and roads. Why would you want no brain spawns to occur. At this moment, if you keep the surroundings clear of camps the roads are relative safe. Makes absolute sense. Just don’t ruin it. Caravans do already attract riders in the vicinity, they already tend to target the weaker enemies, and only rare caravans are stronger.
11. May 2015 at 15:52 #3761SkyParticipantAnyone seen this type of jobs? It’s the first time I ever saw one of these. Wish there were more.
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11. May 2015 at 16:12 #3765AnonymousInactiveI remember getting this kind of contract twice in a build before the early access release, so it has definitely been in the game for some time now.
11. May 2015 at 19:44 #3776NewAgeOfPowerParticipantAnyone seen this type of jobs? It’s the first time I ever saw one of these. Wish there were more.
I had one of these early on in the game, except the Mayor was telling me about kids getting killed and villagers going missing too, and trying to guilt trip me by saying I have steel gear.
I lost 3 brothers, including a founding member and my second best archer, as well as half the village militia (The pack was very close to town).
Totally worth the role-playing experience though, esp when I picked “turn down the reward, they need it more”.Now your party costs 318, that mekes most of your men nobles hedge knights swordmasters and other strong backgrounds.
I have exactly One (1) Hedge Knight, One (1) Swordmaster, and One (1) Noble. The Noble is somewhat underwhelming as well- I’d prefer to have a woodsman or even a monk in his place.
This is an extremely powerful mercenary group. There is nothing that could possibly end you at this point. My testing party was made up by extremely low upkeep backgrounds with a daily upkeep around of 150s. And even they were almost impossible to stop. Last few times I changed things up to see how it is to have a high upkeep army that has stats far above the one I had before. Still in progress but even now when half of the team is low lvl(1-4) there is not much of a difference, they stand their ground agains orc hordes and undead swarms. This is a management aspect. And I do like it. A low upkeep is absolutely valid, while a high upkeep is an overkill for now. You got to manage what you are capable of and what is above your paygrade.
Eh. Had a nasty fight in the forest where my guys spawned in terrible positions, and had my armor break on two dudes. Losing a Sarge (High Resolve, Rally the Troops backliner) would probably cut my DPS in half, and losing both of them would render this team build unviable vs equal strength foes.
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