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Author Topic: Slavemaster Merc  (Read 4169 times)

Gunduz

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Slavemaster Merc
« on: May 25, 2011, 03:20:34 am »

After reading the comment from Lexx in this thread,

http://fodev.net/forum/index.php?topic=16287.0

I started thinking about slaves. They really shouldn't stay put and do work for you if there's a chance to escape. You also shouldn't be able to have tons of slaves with weapons with you being the only thing between them and freedom. So I propose a slavemaster merc that you can hire from Vortis or Metzger. In order to leave slaves anywhere, you'd need to leave this guy there too. As long as this merc is there and not dead, your slaves continue being slaves. If not, there's a chance they run away. Same for bases. If there isn't anyone at a base except slaves, they run off. This way, one or two slaves is feasible, but having more slaves requires some kind of investment. Let's just say regular mercs don't care enough about their jobs to stop them.

On the topic of running off, I think that if there are three or more slaves in your party with no other members (i.e. you and three armed slaves), there's a good chance they rebel. Having mercs/other players greatly reduces that chance, and having the slavemaster (we'll just assume he's the epitome of slaving badassery) completely eliminates that chance. The same would go for parties with other players who also have slavers. If the number of slaves is more than 2x the number of non-slaves, rebellion is possible. Anyone having a slavemaster at all would stop it.
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vedaras

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Re: Slavemaster Merc
« Reply #1 on: May 25, 2011, 09:05:50 am »

i dont know, i think it would fuck up fun of slaving :) Sometimes in game things do not need to be too realistic.

Also better it would be if you would need just to beat them up from time to time to give them a lesson :D

Solar

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Re: Slavemaster Merc
« Reply #2 on: May 25, 2011, 01:10:40 pm »

You will need Mercs/Companions to get extra slots for Slaves anyway. As the different mercs take up different slots you can then maximise the number of slaves you can have by taking the lower grade of mercs.

All followers will have a chance to run off, not only slaves ... though slaves "running off" should be a little more spectacular (Arming them with awesome weapons might be a bit risky) :D

Then, you should not be able to leave slaves (or mercs) anywhere you don't own anyway - Ie Bases and Private Mines.
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Perteks

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Re: Slavemaster Merc
« Reply #3 on: May 25, 2011, 01:15:21 pm »

But Mercs get paid for theyr work then why should they run :P?
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DocAN.

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Re: Slavemaster Merc
« Reply #4 on: May 25, 2011, 01:17:12 pm »

But Mercs get paid for theyr work then why should they run :P?

Maybe someone else with pay tham more :P
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Solar

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Re: Slavemaster Merc
« Reply #5 on: May 25, 2011, 01:25:17 pm »

But Mercs get paid for theyr work then why should they run :P?

If you keep them well paid you'll have no problems.
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Re: Slavemaster Merc
« Reply #6 on: May 25, 2011, 01:34:09 pm »

Its work for commission only one pay :P commission to die for u.
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vedaras

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Re: Slavemaster Merc
« Reply #7 on: May 25, 2011, 01:44:07 pm »

If you keep them well paid you'll have no problems.

you will need to pay your merks many times?

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Re: Slavemaster Merc
« Reply #8 on: May 25, 2011, 02:24:16 pm »

then it will be bought before battle uh thats gay. More swarm of merc coz they will run if dont use them
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DocAN.

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Re: Slavemaster Merc
« Reply #9 on: May 25, 2011, 02:26:07 pm »

it would be awsome to see them running away in the middle of fight :D
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Re: Slavemaster Merc
« Reply #10 on: May 25, 2011, 02:27:18 pm »

I dont think they will run its not enough time after buy them :P its probably will be buying in middle of action even
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Re: Slavemaster Merc
« Reply #11 on: May 25, 2011, 04:46:15 pm »

Well I like the idea of someone needed to guard the slaves but I don't think it should be needed for players who buy them from other players since in a way they save them from the evil slaver who tortured them murdered their friends family... etc. So making it like that as long as that player won't make the slave mine or cause damage to the slave they wont run off.
And slavers should hire a slaver and not a mercenary for the slave keeping. Maybe one from Metzger or Vortist (slavemaster would be a leather jacket or armored dude who would be able to use smallguns and mellee weapons he should be able to level too but each slaver should have one only)
About mercs they should run away if they loose too much fight or the player and the faction where he belongs lost a lot of mercenaries.
Slaves should rebel if their master attacks (all who is with him), mercs should do the same if hit.
And last mercenaries left at places should betray their boss for caps even if they set to auto kill if player talks to them after skill and stat check he/she could bribe them to leave or join up with him/her.
Also Kill on Sight should work with car, base and tent maps only other places the leader should be there all the time giving the orders.
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Solar

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Re: Slavemaster Merc
« Reply #12 on: May 25, 2011, 04:58:10 pm »

You will need to pay repeatedly.

You will see them run :) (or rebel for slaves)
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Quote from: Woodrow Wilson
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Re: Slavemaster Merc
« Reply #13 on: May 25, 2011, 05:06:12 pm »

In regards to paying them repeatedly, is that going to be a dialogue option or something easier like X amount of gold disappears from your stash and if you don't have enough the merc leaves?
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vedaras

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Re: Slavemaster Merc
« Reply #14 on: May 25, 2011, 05:16:22 pm »

also im interested about the amount. Lets say now merc costs 5k, so how much and how often you would need to pay the same merc after wipe for him not to run away ?
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