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They're basically your conscience, they dont help you much.
Aye. Winning battles is the only way to balance this, but, even so, it's still barely manageable. This is not one of the game that you can steam-roll over, promoting all your heroes to the max, while suffering no penalties...
That's somewhat true, especially concerning the Clansmen (but not Fighter & Varl) portion of the caravan population; they just eat! Maybe having a large population (and little to no starvation) will prove important in the following parts of the game, but as far as this game is concerned, you can let them die (to save on Renown by not buying supplies) if you can handle the morale-drop that comes with starvation and affects battle (where your units will have less willpower)...
honestly that's kind of the root of what I'm wondering about - and the only reason I wonder is that I can't see a very obvious connection between morale and anything else. Like, I haven't seen an event that's gone bad because I have bad morale - or something good that's happened because I have good morale. And it seems like you can save a losing skirmish by having your characters charge and fight a tough battle - in which case it seems like it makes more sense to spend renown primarily on leveling and item acquisition, while ignoring supplies and morale, because you can always do it yourself.
... though that's only from a pretty strict min/max perspective, I guess. what ends up happening, since I'm so caught up in the story, is that I try to be a good guy and feed people, even if it means I don't get to buy that cool eyepatch. :}
Now, Morale has one and only influence on gameplay: It affects the Willpower (one of the five stats) of your Heroes in battle. That can make a big difference, but as the previous poster said, you can still manage with mediocre or poor morale. It's still much better to invest on promotions, especially if you're running a big caravan that needs tons of supplies to upkeep.
In the end of the day, it feels like the game could still be OK with current mechanics; it just required more balancing for the management of "Renown" (the only currency of the game), how much is earned through battles & events and how much is spent between { Supplies ; Promotions ; Items }.
I'm ok with 'thoughtful' dilemmas that have a reason for making you make hard choices (preferable with a 'less evil' option), but when it's just gratuitous, or even worse careless, it's a big negative on playing. I'm disappointed this sounds like a 'didn't care about the issue' situation.
I'd go so far as to suggest you consider patching this in the original game, so that it's better handled, from the description, not merely improve it in the next game. Can I play the game trying to save the people? Maybe it's still worth playing then, but not nice the game doesn't deal with it well, whether that means 'rewarding' saving them - the simple solution - or making tough choice tradeoffs where you get both the reward of saving them and pay a price in a way that is reasonable just as real wars have hard choices. If you were to commit to patch that it'd be an easy choice to buy.
This is a tricky issue for games. It can be gratuitous - you can save your sister or your mother, the other is killed - just for cheap drama. Or it can be more realistic - the enemy is too strong to proect all your lands, and some are going to get overrun, you pick.
It sounds like we agree - the question is just whether the effort to fix it in the original game is the solution, not just 'that was too bad'.
There are examples of devs (e.g. FTL) who came back after a couple of years and expanded their game, adding more content, which was given *FREE* to all those who already owned the game. It's surely the best for us "buyers", but it's not something you can *demand* from devs, especially small indie studios...
ah that's kind of what I was afraid of.
It was somewhat of a sad realization for myself, too, when I was near the end of my second playthrough. Well, they need to "fix" this for the second part, right?
It's not quite the same, but remember when the ending to Mass Effect 3 got concerns in feedback, even though there are no more games in the series to sell, they went back and improved that. It's not just for people waiting for a bigger discount, but for all new players. It is unusual to do, though.
By the way, again - they don't have to just address this by making some sort of score you get for protecting the caravan. I think it's interesting to note that it might reflect a leader's or military's view to see the civilians as nothing but cost and overhead and a drain on their military needs. It could be interesting to note that as part of the experience, and realize just how it might be up to the leader's morality more than reward how much the civilians are protected. I think of Iran for example throwing human waves at terrible weapons with massive losses.
I think too many games are too often turning things into 'scores' that might be better done in other ways.
There are a lot of interesting design questions, such as how combat games generally like more 'fair and equal' combat for good gaming, while actual war tries for the opposite.
Choices about protecting the caravan can be more interesting than just 'x points'.
But such a design should be done with the intent to do that for a reason, and not be a 'missing part of the design' making it seem like just an oversight.
Indeed. The "leader's morality" (saving population or leaving them to die) should be incorporated into the gameplay in a meaningful way. For example, if you're a bad/good leader, then more bad/good events should trigger for the caravan. Also, Stoic have said a million times that the choices made in the first part will carry on to the next games; so, maybe, in TBS2, an unpleasant surprise awaits those who let their caravan starve to death! Honestly, the first time I fell into that Onef mutiny event, I thought it was a result of my bad management of the caravan. I realized later that it was a scripted event...
exactly. those are the kind of things I could see coming about as a result of bad morale - or at least turning out better if you've got better morale, or giving you more decisions that are viable, or something. Otherwise it's a little less like a game, because there's no strategic aspect to it, and a little more like... I don't know, it's like the difference between choose your own adventure and mad libs, or something.
... all that said, banner saga was still a pretty great game. I just wish this one aspect was a little better thought out.
For example only level up one of the Axe brothers (if you save them), never ever buy any boost items from the market etc.
I dont get it, you if you lose warriors you dont lose battles ?