Other > Suggestions

Slavemaster Merc

<< < (3/10) > >>

Perteks:
I dont think they will run its not enough time after buy them :P its probably will be buying in middle of action even

Jotisz:
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.

Solar:
You will need to pay repeatedly.

You will see them run :) (or rebel for slaves)

Slaver Snipe:
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?

vedaras:
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 ?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version