It’s still early days with Rebels 2, so this is still to be tested. But yes, stats will definitely be kept at the same level for people importing a saved game.
Because Rebels was conceived from early on as a multi-game story, some of the stats were always meant to scale up along with the scale of the story. Anarchy, for example, will respond to different and higher thresholds in each successive game. And the MC’s key skills have further to develop on the journey to Genghis/ Buddha/ Merlin (or to being a jack-of-multiple-trades with fewer glaring weaknesses).
And for the fairmath opposed stats, there should continue to be interesting trade-offs and reasons to try different things. Game 1 incentivizes maxing out your religion and nationalism to one side of the spectrum or the other. Before you’ve had a chance to shift that back in Game 2, it will be clear that there are also advantages to being in the messy middle–people who are alienated by what they see as the extremes on either side. There will also be the chance to shift–you could end up in a very different place by the end of Game 2 or Game 3 if you make different decisions, and a strong nationalist who’s converted from cosmopolitanism will at times be treated differently than one who has been consistent from the start.
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Similar to @Havenstone, yes, the stats for an imported character in our sequel are the same and were always designed to carry over through multiple games. But, we’ve added a couple more and the way in which they impact the story and interact with each other are more complex this time. But, we use a lot of personality based opposing stats, not, for example, battle skills, so its more for accounting the flux of motives, honesty, patience, and confidence instead of “maxing out” anything. There’s not really a “wrong” personality to build, only one that presents different opportunities or repercussions.
Additionally, we’ve created a function where a “new” character can be created from scratch in the sequel, and based on some intro questions, creates a build that numerically will fall somewhere within the mid range of where an imported character can land. This means that there are some high or low stat extremes that only imported characters can reach and so we have some easter eggs and benefits to that, while not depriving a fresh character of any gameplay experience. Hopefully that all makes sense! 
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So far I am going with exactly the same main stats, Fallen Hero was built to be a series. And most of the minor stats are just on/off flags, so that’s not an issue. Some new ones will pop up, depending on path.
It also helps that the stats are mostly opposed pairs, and the ones that are not, well… let me put it this way. Getting them too high might not always be good.
Same with the opposed pairs, sometimes it’s good to be on one of the edges, sometimes it’s good to be somewhere in the middle. It all depends.
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