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[gold-sink] Guild-private mercenaries


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Poll: Like it? (3 member(s) have cast votes)

Like it?

  1. Yes, the simple one (2 votes [33.33%])

    Percentage of vote: 33.33%

  2. Yes, the complicated one (4 votes [66.67%])

    Percentage of vote: 66.67%

  3. No (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 fs_coyotik

fs_coyotik
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Posted 07 October 2008 - 11:51

What and why?

There's not enough mercenaries. Getting one these days is next to impossible - and instead of adding new "specific" mercenaries, the situation could be easily solved by introducing a guild-dedicated generic faceless and boring mercenary.

Simple variant:

Another upgrade to Tavern, allowing the guild to hire a "generic" mercenary at any time. That is, making sure that there's always one "generic" mercenary available for the guild. The merc stats could be based on guild level and be obviously much less cost-effective than any special mercenaries.

Example: Level 150 generic mercenary would have 1500 points in every stat (compared with Radneto, who is level 150 and has about 2600 points per stat average).
Edit: Some limits to be introduced, of course, to not give bigger guilds a too strong advantage. The simplest being using the best available unique mercenary's level as a cap.

Complicated variant:
Allow the tavern building to have multiple fixed-price upgrades, which would then allow the mercenary to become configurable. When hiring a new mercenary, the person doing the hiring could customize the mercenary, based on a progressive system.

Example: Tavern has 50 upgrade points purchased. The guild is level 150. The mercenary is therefore level 1500 as well, but has only 1000 points in each attribute.
Increasing any attribute by 5% of the base value costs 1 upgrade point, by next 5% 2 upgrade points etc...

So, the mercenary could have +20% to all stats at the price of (1+2+3+4) upgrade points per stat, or he could have 1+2+3+4+5+6+7+8+9 points spent on dmg, providing 45% boost. (Numbers subject of tweaking of course).

The upgrade points would be equivalent to tavern level - and all the tavern levels would cost the same to build and have a linear upkeep... so the building would act as a permament goldsink, equivalent to how strong would the guild want the mercenary to be, hired or not.

The mercenary could either have his own hiring rate (and could be hired/fired on demand, but would require payment for first hour upfront (so quick hire, group, fire couldn't be abused) or the merc could be totally free and always available, paid from the upkeep.

#2 fs_ecolitan

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Posted 07 October 2008 - 11:59

Didn't vote because... it needs more work I think.

A level 150 guild gets a level 150 merc and TEW gets what? I think the basic premise of what is available from the tavern needs a rework.

For the same structure price a level 150 guild gets a merc that is somewhat helpful and TEW gets one that has 9500 points in all stats which is better than any merc currently available. Your own guild gets one with 6500 points in all stats? Awesome deal. My guild does ok in this I guess but it's really unfair to lower level guilds that their costs don't get a better merc....

I prefer: A new level of tavern that allowed duplicating all mercs in the game. There are copies of all the mercs (twins with slightly different names maybe)- but only those with the next level of tavern have access. Make that level of tavern expensive but the merc costs the same as in level 0/1 area.

#3 fs_coyotik

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Posted 07 October 2008 - 12:20

Didn't vote because... it needs more work I think.

A level 150 guild gets a level 150 merc and TEW gets what? I think the basic premise of what is available from the tavern needs a rework.

For the same structure price a level 150 guild gets a merc that is somewhat helpful and TEW gets one that has 9500 points in all stats which is better than any merc currently available. Your own guild gets one with 6500 points in all stats? Awesome deal. My guild does ok in this I guess but it's really unfair to lower level guilds that their costs don't get a better merc....


Well, it's not a problem to come up with some limitation... for a start, capping the merc level to the most powerful merc in the game? (Since the points-per stat would be significantly lower than unique mercs, no problem here).

Kageushi is level 375 mercenary with about 27000 points in total (or 5400 points per stat).

It's a rough idea, the principle is important, individual numbers are not. Balancing is of course necessary.

I prefer: A new level of tavern that allowed duplicating all mercs in the game. There are copies of all the mercs (twins with slightly different names maybe)- but only those with the next level of tavern have access. Make that level of tavern expensive but the merc costs the same as in level 0/1 area.


That on the other hand completely defeats the "unique" mercs for hire, if anyone can have them. The point of my proposal is to make something less-than-average available to everyone, not to allow every guild to recruit the Kageushi with his 16.000 dmg points.

The generic mercenary SHOULD be bland, tasteless and faceless.

#4 fs_ecolitan

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Posted 07 October 2008 - 13:50

But your proposal just gives low level guilds something less than average. For any high level guild they get a great merc. I don't have a gigantic problem with a "bland" merc. But it should be the same for everyone not dependent on the level of the guild.

Small guilds often need more powerful mercs than the big guilds do. Doing this basically makes the merc worthless to a small guild and valuable to a high level guild. It should be the same merc or the same set of mercs for all guilds imo.

#5 fs_coyotik

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Posted 08 October 2008 - 13:07

But your proposal just gives low level guilds something less than average. For any high level guild they get a great merc. I don't have a gigantic problem with a "bland" merc. But it should be the same for everyone not dependent on the level of the guild.

Small guilds often need more powerful mercs than the big guilds do. Doing this basically makes the merc worthless to a small guild and valuable to a high level guild. It should be the same merc or the same set of mercs for all guilds imo.


Hmm, that's a possibility to consider, then - that the guild could have a choice of x basic mercs (all with "flat" stats), with progressively higher upkeep (that is, level 300 merc should cost more than 2 times level 150 merc).

#6 fs_ecolitan

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Posted 08 October 2008 - 15:49

To continue this two-way ping-pong thread (lol). I don't really have a problem with it phrased this way. My objection was to the level of guild determining the level of the merc. I'd still rather see a level 2 tavern that opened up all the "twins" - but this would work also. I'm assuming that you didn't plan to change the fact that merc costs were proportional to guild membership.

This could alleviate the need to create more mercs although I question whether this might be an intentional squeezing of the merc market by HCS. I would say there should be 4 mercs (75, 150, 225, 300) if it's your system. Higher level mercs might be possible but I think probably HCS would want these to be inferior mercs (level 375 bland merc would be a top 5-10 merc as current stats stand).


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