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Author Topic: Disable mercenaries once for all!!!!  (Read 9223 times)

Doctor Eex

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Re: Disable mercenaries once for all!!!!
« Reply #45 on: February 08, 2011, 08:39:05 am »

It will be very nice if getting caps will be harsher next session.
Last time I checked, my small gang had about up to 2 mln. caps income daily.
All because of intense cap making in the beginning of a session.

So this session is insane rich. Let next will be different.
However good finance and mercs muties allow me to fight gangs of 4-8 men alone. It is good help for rich enough loner.
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Re: Disable mercenaries once for all!!!!
« Reply #46 on: February 08, 2011, 11:45:30 am »

It will be very nice if getting caps will be harsher next session.
Last time I checked, my small gang had about up to 2 mln. caps income daily.
All because of intense cap making in the beginning of a session.

So this session is insane rich. Let next will be different.
However good finance and mercs muties allow me to fight gangs of 4-8 men alone. It is good help for rich enough loner.
But otherwise gangs with 4-8 mans cant opposite "big gangs" wtih 20+ peoplese cause they have no chances.
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Solar

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Re: Disable mercenaries once for all!!!!
« Reply #47 on: February 08, 2011, 01:15:55 pm »

WHAT!?!?! Hording will always exist in my opinion I could not imagine people not wanting to horde gear

Gear, yes. Caps, no.

If everything became 2% more expensive each week, then savings would gradually be de-valued and there would be no incentive to storing up vast sums in banks. 

It could even open up some form of gold trade where-by you could sotre your reserves in a manner that will retain its value - and create some form of dynamic between BH gold mine and an NCR mint - and then an alternate currency, the NCR $.
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Rascal

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Re: Disable mercenaries once for all!!!!
« Reply #48 on: February 08, 2011, 01:31:37 pm »

Solar just cut the intrest rates to 1% and make them to give profit for every 7 real life days not 1day like it is now.

The speed of cash growth would be so little that most players gona just spend them insteed of hoarding.
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Solar

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Re: Disable mercenaries once for all!!!!
« Reply #49 on: February 08, 2011, 01:35:16 pm »

Interest serves no good purpose. Inflation does.

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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Disable mercenaries once for all!!!!
« Reply #50 on: February 08, 2011, 07:17:36 pm »

In terms of game economy, I think the huge purchases - mercs, bases, cars - warp the economy and make caps something hoarded rather than spent. Even if interest didn't exist in the game's banks, there would still be hundreds of thousands of caps being saved for one of these huge purchases that never ended up being spent. Caps are intended to be the currency of the wastes, but right now they're closer to the role of 'tokens'. Tokens that can be collected across the wastes, saved up, and cashed in for a 'prize' - like a merc or a shiny new car.

Whoever suggested it, I like the idea of getting mercs through quests, rather than just handing over a fat wad of cash. It'll open them up to more people, and make leader builds less of a moneysink if you don't want to be a slaver. Definitely worth thinking about tying it into NPC Factions, too. You build up 500 'Faction Points' and you get up to five NCR Recruits to watch your back. 2500 and you get an NCR Ranger. So on, and so forth.
« Last Edit: February 08, 2011, 07:19:15 pm by Badger »
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Re: Disable mercenaries once for all!!!!
« Reply #51 on: February 09, 2011, 04:25:43 pm »

^ kind of like this idea. BUT, if interest is being removed anyway... why not just let people buy mercenaries. Yea, there will be lots of money floating around but it won't be free, easy to get interest money. It will be hard earned money that was gathered through pking, farming, etc...

So keep mercenaries as purchasable, just fix the infinite caps problem.

You: Hi can I hire you for caps?
Merc: No, it doesn't work like that.
You: Huh? I thought mercenary meant soldier for hire?
Merc: No, we have to be best friends first...
You: FFFFUUUUUUUUUUUUUUUUUUUUUUUUUU-
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avv

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Re: Disable mercenaries once for all!!!!
« Reply #52 on: February 09, 2011, 04:28:39 pm »

You build up 500 'Faction Points' and you get up to five NCR Recruits to watch your back. 2500 and you get an NCR Ranger. So on, and so forth.

Klol but then it's just up to how faction points are received. If they can be farmed, it's no differend from caps.
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Re: Disable mercenaries once for all!!!!
« Reply #53 on: February 09, 2011, 04:48:23 pm »

Klol but then it's just up to how faction points are received. If they can be farmed, it's no differend from caps.
agreed. I say keep mercenaries the way they are (stop raging about how awesome they are) and simply fix the economy. The only reason mercs are as good as they are is because of how horrible the economy is right now. If they had inflation and less bank interest, then mercs would be harder to get. Equipping gear, paying for ammo, plus paying for their services is going to be a lot after wipe.
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Re: Disable mercenaries once for all!!!!
« Reply #54 on: February 09, 2011, 07:26:22 pm »

Faction points usually means doing a quest of varying difficulty to get them.  Its a lot better then "I feel like being a douchebag so I am going to camp T-Rays/base sellers and get 100k.  Then I am going to further abuse this mentality by dumping it in the bank.

If the devs are going to go the lame fix/nerf interest road then just shows how big gangs get to fuckover anyone without consequences.  Eerything for the big gangs right?  Just like Izual, wipe everything cause the big gangs are butthurt overmuties and mercs, all because of a glitch.

"Wasteland is da harsh for the little guys but special accomodationsfor others"
« Last Edit: February 09, 2011, 07:27:54 pm by Keldorn »
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Surf

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Re: Disable mercenaries once for all!!!!
« Reply #55 on: February 09, 2011, 11:48:11 pm »

The same with collecting points via quests can be made with the buying bases for example (which is pretty dumb at the moment).
I like it.
Re: Disable mercenaries once for all!!!!
« Reply #56 on: March 15, 2011, 07:07:04 am »

My Noobish PoV

Problem:


Too many caps floating around.

Proposed Solutions:

Add inflation rate
Mercenaries require pay


Cons:

If you add an inflation rate you eliminate people who join mid game from being able to afford anything since they havent had the chance to build up their funds.

The Mercenaries require pay isn't such a bad idea but what happens when you can't afford it? Do they take it off your hide by killing you? Or do they just leave peacefully? In that case the flat fee to hire them needs to be much higher than the weekly/monthly payments otherwise you would hire, not pay, and repeat.

My Suggestions

Luxury Tax
Food for thought A
Food for thought B
Interest Rates
GICs
Vacation Time

Luxury Tax - Things that are luxuries; cars, and mercs, (needs a bit more definition on whats a luxury) will suffer from a weekly to monthly inflation rate of x percent.

Food for Thought A
- Players will need to eat or suffer from starvation (drop in strength and endurance) how often they need to be fed should either be daily or once every 72 hours. You should not be able to die from starvation.

Food for Thought B
- Slaves will need to be fed and watered this should be done through one of two methods the player could pay a weekly fee or supply the food and water himself, if he is paying a weekly fee, the fee should fall under the Luxury tax. If the slave is not fed for an extended amount of time they will die or revolt.

Interest Rates - I think interest rates should continue just not in the current fashion, they should be paid monthly and not on the same date each month otherwise a player will just sell all his items drop the caps off at the bank collect the interest rate wait the day and buy his stuff back. So there should be a formula that whatever amount the player had at the beginning of the month (subtracting all deductions from the month) is what the interest rate will pay out on.

Guaranteed Investment Certificate
- Same as in real life, the bank will lock up your money for x amount of time (usually years) and pay a higher percentage of interest based on how long you lock it up. I think this is something that could be implemented for 4-6-8 month spans at a higher percentage of the interest rate would be for those times.

Vacation Time: If the food for thought ideas get implemented so should vacation time, meaning that if you activate vacation time there will be a; 24 hour period where you cannot log into your account (to prevent abuse) your character will not have to eat, the bank will not pay interest while you are on vacation time, your mercenaries and slaves do not require food or payment.

Let me know what you guys think, and try to be polite about it :p
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Re: Disable mercenaries once for all!!!!
« Reply #57 on: March 15, 2011, 07:41:50 pm »

Disabling mercs is stupid you NEED mercs, dont be retards  -.-
He said it right, just add a delay to attacks so they dont auto attack in 0 seconds, so they react like human players.
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Michaelh139

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Re: Disable mercenaries once for all!!!!
« Reply #58 on: March 15, 2011, 08:39:38 pm »

Disabling mercs is stupid you NEED mercs, dont be retards  -.-
He said it right, just add a delay to attacks so they dont auto attack in 0 seconds, so they react like human players.
Grid camping may be bannable but it is not likely to solve the problem at all just banning the character used.

That is why I think mercs should keep their 0 time reaction...  Although there is very large cons and gains from this.

A better solution is needed, like the spawn places, when you spawn in you have 3-5 seconds before you're able to be attacked, and if you move you can be attacked.  I dont know how this should affect mercs if implemented though...
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Re: Disable mercenaries once for all!!!!
« Reply #59 on: March 15, 2011, 08:58:33 pm »

I'm not sure how I feel about the merc autoaim/autoattack feature. I realise it is vastly necessary to make mercs useful, but it also feels a bit cheap that they act like 'sentry guns', both automatically detecting enemies and shooting at them. I prefer the thought of mercs only attacking when instructed to.
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