Other > General Game Discussion
Disable mercenaries once for all!!!!
Ganado:
--- Quote from: Swinglinered on March 17, 2011, 02:19:08 AM ---Then they are useless for base guarding, or for any situation where you are attacked and don't have time to give orders.
--- End quote ---
Badger is referring to how they can just automatically attack anything they see, and even a split-second after they spawn on the map, which is imbalanced.
If a player with the mercs is the one being attacked, having the mercs attack in retaliation isn't the problem. It's that the mercs attack before the other player has a chance to react.
And the feature doesn't have to apply to faction bases, that was already discussed.
StJimmy2000:
1. Remove mercs or make it to where EVERYONE gets the same amount of points by time played or something close to it with a cap of 2 followers to each person (no matter charisma). You must use the points to get mercs.
2. Leave slaves but they can only use the weapons they have when you capture them with a cap of 3 or 4.
3. Leave the bases as they are, unfindable. It's already stupid enough that you have to pay 30k+ caps to have a cave when you run across caves while out hunting non-stop.
4. Bring back interest rate. People rage at the idea of this, but only because then people have the money to buy an easy 30+ mutants. If caps =/= mutants, no need for no interest rate.
5. (Off topic but whily we're stating needed changes here's one) Add xp gain to thieves. It's rediculous that you have to hunt to level16+ to get your 300 steal skill when you can't increase your fighting skill for shit without fucking it up. Also, make it to where you can steal from npc's (guards a 275+ with about a 33% chance of actually stealing at 300). This adds another valuable character setup to the game to replace the 5 mutant leader setup.
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