catwhowalksbyhimself wrote:Yeah, I think the Captain did this way better with hiring companions instead. Of course I did help plan the skills, so I am somewhat biased. I will be updated it to the current version as an addon at some point.
The Captain will also be fun to play, but I think the Knight is easier to code and balance.
However, I don't think the two characters are that simillar really. The Captain feels more like a strategic class while the Knight is a tactical one. At first glance the two classes might appear to play in comparable ways. but if you're playing the Captain you will probably be making a lot of important choices outside of the dungeons while the Knight offers lots of tactical options but few strategic decisions except for how to spend the character points of the build.
By the way, you don't have to be biased just because you came up with ideas for the Captain, because I am in need of ideas for the Knight too and need your help! For example, the Men-At-Arms tree should have four skills but I can only think of three: Draft Peasants, Squire and Champion. The Peasants are cannon fodder, the Squire is tanks for you and the Champion does the heaviest damage, but what should the third Man-At-Arms do? I don't want him to be a shooter or spellcaster, as the theme of the Knight clearly is a little warband of hand-to-hand fighers. All three sustains should cost stamina, and if you want to have all three sustained at the same time as you have an aura up, you should be forced to put lots of points into Willpower to have a large enough pool, and many of your other talents also requires stamina.
What kind of build do you want? Do you want a supportive Knight with lots of Willpower who has all three Men-At-Arms with him or her at the same time? If you focus on just having one or two Men-At-Arms fighting by your side at any given moment, you wouldn't need as much Willpower, or you could use a lot of Willpower healing and buffing your minions while debuffing your enemies. There could really be lots of build options, but as much as you can vary your tactics between different characters, you can vary your tactics within the same game. For example, you mght want to have just one Man-At-Arms sustained when you do the Labyrinth, one who fights for you while you stand back and heal him. If you invested in Willpower you can really heal him a lot, but if you invested more points into strenght you can swap places with him and fight in his stead while he recovers from damage.
The Men-At-Arms should be able to do more things than just damage their foes, btw. The Squire could perhaps have a chance of slowing or disarming his enemies when he hits them. Or maybe he could direct the aggression of the enemy to him, so that his somewhat less stury squad mates don't get hit as much. All in all, I would like the three Men-At-Arms to close combat fighters who all have their specialities, but I don't want them to be totally min-maxed - even though the Champion's main purpose is to deal damage, he should be able to recieve some as well. If they were min maxed, the specific uses of all three would be crystal clear. They should instead be personalities with strenghts and weaknesses. Their behaviour should be a little unpredictable at times (when will they decide to use their different talents?), but not so unpredictable that you don't feel in control of your warband (even though they have talents that they use when they feel like it, them using talents should be pleasant suprises rather than the main reason that you choose to sustain them in a specific situation).
As it is now, I think that the third Woman(?)-At-Arms could be an Assassin that does Area-of-Effect Damage-over-Time physical dam + nature poisoning as her main attack. The AoE attack would not damage you or her other squadmates. This maybe illustrates what I mean with "personalities with strenghts and weaknesses rather than min-maxes". She would be good both at killing lots of weak enemies and keeping greater foes from healing. Even though her enemies would be able to resist the poison/healing reduction effect, it would count as a reason to sustain her, as it would be a constant attack that you can count on her doing over and over. Her using an inscription or talent with cooldown would on the other hand not be something to count on, but "bonus that is nice and gives her personality".
As I see it, the differencfes between the Knight and the Captain are quite big. Even though I haven't tried the Captain class, it seems pretty clear that the Captain isn't designed to be a leader of a hand-to-hand combat warband. What the two classes share is that they lead a small group of non-timed minions and a somewhat similar name.´
When it comes to the name of the class, the Captain could perhaps be renamed Bard or Adventurer (meeting your fellow adventurers in a pub suggests so!) if both classes were to be included in the game. Your class would IMO fit best as a subcategory to Rogue while the Knight should be filed under the Warrior file. Either way, the gameplay of the characters are in my opinion vastly different. One big difference is that the Captain/Bard/Adventurer has to choose his or her minions before going down into a dungeon and that his/her warband can include spellcasters and shooters, which means that the battlefield tactics of the Captain/Bard/Adventurer can be much different.
But I like the Captai/Bard/Adventurer! As much as it differs from Knight it also differs from other classes. I suppose the gameplay would be the closest thing in ToME4 that you can come to playing the with an whole party of RPG adventurers! I think both classes should be included in the game.
What do you folks think? Anyone up to helping me with ideas for the Knight (need more talents, especially meaningfuö auras, and also ideas for the different talents for the Men-At-Arms)?