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Just have to say Paul, browsing through this thread, watching the game and art progress and come alive is a real treat. I don’t think I understood how much art could contribute to the making of the game until I came here. Thanks for the continued efforts, and may you enjoy even a fraction of the joy you’ve given us all.
They could also not count as a second hand item for purposes of duelist perk.
How about the opposite? Same band, different map. New map could be far more dangerous.
Thats just it. You’re right, the current system is pretty simple, certainly functional. But elegant? I disagree. What I’m proposing is not a removal of tactical options, which would indeed gut the system. Its basically the exact system, except backwards. You choose your abilities before leveling up, then can choose to stick with those or switch them around. Does this really do much for the game? possibly not, but I hardly think it qualifies as streamlining.
As the game is downloading, a thought hit me. Another advantage to a “focus” based system would be to minimize micromanagement. Instead of having to add three points in three different abilities each level (which, from how people play, are generally usually the same ones), you could focus the same three abilities once, changing them only at times of need. A minor visual indicator (an asterisk near the abilities name?) would keep the player informed of the characters focus.
Like the idea of extra location types. I kind of feel they’d work best as a more vulnerable version of the current locations, things that are easy to lose but can grow back at a slow rate.
Extending this line of thought, I was thinking about about ability points. The current system of raising them seems a little inorganic. A small but mainly aesthetic change would be to change it to a “focus” based system, as in you choose three areas of focus beforehand for your brothers, and these will increase with each level, with focus being interchangeable between levels or at certain points. Another method would be for all abilities to gain a small boost with levelling, with focused abilities gaining a larger percentage.
I understand that its not at all a high priority issue feature. Its the kind of thing that would be nice to find in the game at some point, but if not it work fine without it. Thanks for giving it a look.
Hey guys, love the vision on this game. I had a question, can characters gain traits as they advance?
Although I can kind of see how that might be more intuitive and aligned with the other stats, there’s a certain thematic elegence in the idea of the battle brothers accumulating fatigue. I also feel it lessens the purely mechanical feel of the stats, as you’re no longer just looking at a group of bars going down, but thats probably purely personal preference.