Mr. Pink
Travelling Gourmand, Crab Specialist
- Joined
- Jan 9, 2015
- Messages
- 3,050
Still hoping someday the devs get more ambitious about fully fleshing out non-combat and psychological aspects of bros to increase the storytelling aspect of the game.
My suggestions for bro specific ambitions and questlines related to experiences or background:
General ambitions:
If a bro is permanently wounded by an enemy, they have a chance to either develop a phobia for that type of enemy or hatred (desire for revenge) that leads into an event chain where participating in battles or killing certain numbers of that enemy type can either overcome a phobia or gain a permanent stat bonus or personal trophy (like a necklace of orc teeth or a custom painted shield).
Bros without titles who kill enough of an enemy type automatically gain titles like Wurmslayer or Orcbane.
Bros can form friendships and grudges with other bros which effect their melee and ranged defense when placed next to eachother. Grudges can be removed by participating in enough kills together and saving low HP bros by killing or disabling an adjacent enemy or rotation.
Example of background specific ambitions that unlock by level 5:
Swordmasters get an ambition to strike down another swordmaster in a one on one duel. Hedge knights get an ambition to kill other noble hedge knights.
Caravan hands or farmers get an event chain where you can exterminate bandit camps until you find a bandit fortress with a giga-hoggart boss.
Historians get an ambition to research ancient dead graves.
Witchhunters get an ambition to slay a boss witch.
Apprentices get an ambition to become stronger (hit level 11) or craft a legendary item.
Monks get an ambition that's achieved by having nobody in your party die for a set amount of time.
Fishermen want to defeat the Kraken.
Flaggelants get an ambition to either take a certain amount of lifetime damage from enemies, or inflict a certain amount of damage to enemies.
Another suggestion to increase the difficulty of ultra-late game:
Ultra hard mode. Depending on the background, each bro has a variable for how ambitious they are (how many coins they get paid over their lifetime before they want to quit) multiplied by a factor of how loyal they are to the company. When bros reach the lifetime payment threshold, they will begin to be dissatisfied and express a desire to leave. Cheaper and non-combat backgrounds like farmers will reach this point sooner than professional soldiers, who may never reach this point in a play through. This threshold wont be reached for anyone until way late into the game (hundreds of days), at least after the first crisis and can be ignored as long as the bro is kept above neutral mood. The purpose of this feature is to force the player to eventually retire their seasoned vets who don't die often and replace them with fresh blood in the ultra-late game. Companions and bros that have completed their personal ambitions will never leave this way.
Other misc suggestions:
Replacing weapon mastery with per-weapon experience. Mastery is achieved by actually using weapons, but each weapon mastery takes more experience to achieve than the last.
A trait that can cause bros to go uncontrollably berserk when an ally dies or is struck down near them.
Markers on the map where particularly difficult or epic battles took place (like in the total war series)
Hall of Fame for honorarily discharged bros
A map type for big bandit lairs where you assault a fortification with generated obstacles and a guaranteed enemy height advantage.
A urban map type for noble war fights.
BIG SUGGESTION: SHOW COMBAT STATS ON MOUSEOVER AND SHOW CORPSE NAMES SO I KNOW WHO DIED
My suggestions for bro specific ambitions and questlines related to experiences or background:
General ambitions:
If a bro is permanently wounded by an enemy, they have a chance to either develop a phobia for that type of enemy or hatred (desire for revenge) that leads into an event chain where participating in battles or killing certain numbers of that enemy type can either overcome a phobia or gain a permanent stat bonus or personal trophy (like a necklace of orc teeth or a custom painted shield).
Bros without titles who kill enough of an enemy type automatically gain titles like Wurmslayer or Orcbane.
Bros can form friendships and grudges with other bros which effect their melee and ranged defense when placed next to eachother. Grudges can be removed by participating in enough kills together and saving low HP bros by killing or disabling an adjacent enemy or rotation.
Example of background specific ambitions that unlock by level 5:
Swordmasters get an ambition to strike down another swordmaster in a one on one duel. Hedge knights get an ambition to kill other noble hedge knights.
Caravan hands or farmers get an event chain where you can exterminate bandit camps until you find a bandit fortress with a giga-hoggart boss.
Historians get an ambition to research ancient dead graves.
Witchhunters get an ambition to slay a boss witch.
Apprentices get an ambition to become stronger (hit level 11) or craft a legendary item.
Monks get an ambition that's achieved by having nobody in your party die for a set amount of time.
Fishermen want to defeat the Kraken.
Flaggelants get an ambition to either take a certain amount of lifetime damage from enemies, or inflict a certain amount of damage to enemies.
Another suggestion to increase the difficulty of ultra-late game:
Ultra hard mode. Depending on the background, each bro has a variable for how ambitious they are (how many coins they get paid over their lifetime before they want to quit) multiplied by a factor of how loyal they are to the company. When bros reach the lifetime payment threshold, they will begin to be dissatisfied and express a desire to leave. Cheaper and non-combat backgrounds like farmers will reach this point sooner than professional soldiers, who may never reach this point in a play through. This threshold wont be reached for anyone until way late into the game (hundreds of days), at least after the first crisis and can be ignored as long as the bro is kept above neutral mood. The purpose of this feature is to force the player to eventually retire their seasoned vets who don't die often and replace them with fresh blood in the ultra-late game. Companions and bros that have completed their personal ambitions will never leave this way.
Other misc suggestions:
Replacing weapon mastery with per-weapon experience. Mastery is achieved by actually using weapons, but each weapon mastery takes more experience to achieve than the last.
A trait that can cause bros to go uncontrollably berserk when an ally dies or is struck down near them.
Markers on the map where particularly difficult or epic battles took place (like in the total war series)
Hall of Fame for honorarily discharged bros
A map type for big bandit lairs where you assault a fortification with generated obstacles and a guaranteed enemy height advantage.
A urban map type for noble war fights.
BIG SUGGESTION: SHOW COMBAT STATS ON MOUSEOVER AND SHOW CORPSE NAMES SO I KNOW WHO DIED
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