TheCuzzinator
Recruit
Jesus guys its been 6 months only half the perks work come on there's even mods to make them work
It seems they have to completely build game systems for a few of the perk trees
Tactics: as its currently concieved seems like a problematic peice of game design. If it is too strong you might be tempted to auto solve every fight, if not there is no real reason to progress in the tree. Perhaps a tree just for the AI but still seems quite weird to me.
The other route for this tree for it to interact with soldier AI and formations, which again is another unfinished system.
Tactics is a real issue. There needs to be more perks like the "one step ahead" perk for players to invest in it. It's a skill that was poorly conceived and horribly implemented. TW seems like they don't want players to auto resolve but the whole tree is about maximizing those results.It seems they have to completely build game systems for a few of the perk trees
- Roguery: is dependant on them figuring out what they are going to do with theif game play how it interacts with the rest of the game so it isnt completely siloed off.
- Scouting: seems a bit one dementional a tree, hard to do the split choice system of perks here without them being exceedingly boring. Maybe some overlap with thief system.
- Stewardship: is dependant on what they are going to do with settlement development, and the economic simulation.
- Engineering: is dependant on settlemnt develpment, and them resolving their vision for seiges, as it seems there was inadeguate coordination between the level design team and the AI design team. Plus technical limitations.
- Tactics: as its currently concieved seems like a problematic peice of game design. If it is too strong you might be tempted to auto solve every fight, if not there is no real reason to progress in the tree. Perhaps a tree just for the AI but still seems quite weird to me.
The other route for this tree for it to interact with soldier AI and formations, which again is another unfinished system.- Control Trees: dont have a strong explanation for why these one arent more developed, maybe to do with the range balance, combined with AI, still seems like these ones could have been made functional as I assume none of the trees are finalized anyway.
I keep thinking that they wanted to see what players thought of the perk system because they didn't know what to do with it.It does seem that way. Which is alarming given how unprepared they appear to be to implement the systems and mechanics you summarized so well.
There is no indication they had a plan behind many of these perks. The content “roadmap” they posted in May is evidence of this.