Let's start out with a short history lesson:
A few years back, we decided to give soldiers nation-specific weapons instead of randomly assigned ones.
This looks nice, seems more historically accurate and also makes them more dangerous.
However, town guards were often still complete push-overs, which meant that rather than them being "dangerous",
they ended up being a great source of high-quality weapons for characters in the early game.
That was, of course, a bit of an exploit.
What we did at that time is to make town guards notably stronger than they used to be, especially on higher difficulty levels.
This definitely made them more of a force to be reckoned with, sometimes TOO MUCH SO, because various parts of some quests became too difficult.
The most recent example was: Included in Build - Standard Storyline: Easier Guards on First Mission | PiratesAhoy!
Separately to this, we also found that being able to steal from street merchants was a similar exploit, but even worse.
You could get their ENTIRE inventory without much of any concern.
To counter that, @CouchcaptainCharles decided to trigger the "Merchant Guild" from showing up when you do that.
Eventually the above two changes were combined and led to this rather new feature: Included in Build - Challenging to Steal from Item Traders and Town Guards | PiratesAhoy!
With this implemented, if you'd steal from an item trader OR kill a town guard,
the location would be locked and more enemies would show up,
making it decidedly harder (though deliberately not quite impossible) to get away with trying to make use of these exploits.
If you paid complete attention to the above, you may have noticed that there are now TWO systems in place to make town guards more dangerous:
1. They are made notably stronger than regular soldiers, especially on higher difficulty levels
2. The additional Soldier Reinforcements that show up when you end up killing them
Note that neither of these two features affects any soldiers that aren't town guards, nor does this affect Town Capture.
In other words: This might be considered a bit of a weird situation.
Now my question to you guys who play the game: How would you want this to work?
We could, for example, get rid of the "strong town guards" code as the Soldier Reinforcements could be considered to be serving that exact same purpose.
Any and all feedback you could give will be much appreciated.
A few years back, we decided to give soldiers nation-specific weapons instead of randomly assigned ones.
This looks nice, seems more historically accurate and also makes them more dangerous.
However, town guards were often still complete push-overs, which meant that rather than them being "dangerous",
they ended up being a great source of high-quality weapons for characters in the early game.
That was, of course, a bit of an exploit.
What we did at that time is to make town guards notably stronger than they used to be, especially on higher difficulty levels.
This definitely made them more of a force to be reckoned with, sometimes TOO MUCH SO, because various parts of some quests became too difficult.
The most recent example was: Included in Build - Standard Storyline: Easier Guards on First Mission | PiratesAhoy!
Separately to this, we also found that being able to steal from street merchants was a similar exploit, but even worse.
You could get their ENTIRE inventory without much of any concern.
To counter that, @CouchcaptainCharles decided to trigger the "Merchant Guild" from showing up when you do that.
Eventually the above two changes were combined and led to this rather new feature: Included in Build - Challenging to Steal from Item Traders and Town Guards | PiratesAhoy!
With this implemented, if you'd steal from an item trader OR kill a town guard,
the location would be locked and more enemies would show up,
making it decidedly harder (though deliberately not quite impossible) to get away with trying to make use of these exploits.
If you paid complete attention to the above, you may have noticed that there are now TWO systems in place to make town guards more dangerous:
1. They are made notably stronger than regular soldiers, especially on higher difficulty levels
2. The additional Soldier Reinforcements that show up when you end up killing them
Note that neither of these two features affects any soldiers that aren't town guards, nor does this affect Town Capture.
In other words: This might be considered a bit of a weird situation.
Now my question to you guys who play the game: How would you want this to work?
We could, for example, get rid of the "strong town guards" code as the Soldier Reinforcements could be considered to be serving that exact same purpose.
Any and all feedback you could give will be much appreciated.
