fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • December 23, 2024, 01:03:43 am
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: 1 [2] 3 4

Author Topic: Slavemaster Merc  (Read 4181 times)

Solar

  • Rotator
  • Offline
Re: Slavemaster Merc
« Reply #15 on: May 25, 2011, 06:32:11 pm »

It will be via dialogue, anything else wouldn't really work (it won't be caps used for everyone), as to the amount ... can't remember at the moment. Been about a month since the baby was born - and therefore about a month since I last looked at fonline stuff in any detail.
Logged
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Slavemaster Merc
« Reply #16 on: May 25, 2011, 09:32:43 pm »

Oh no... looks like i'm going to have to pay more for mercenaries when they live then when they die... hmm... *Gets out bundle of TNT and smiles*

*Sigh* But, in all seriousness here, slaves running away if you leave them some where out in the wasteland unwatched is reasonable, i can stand keeping my slaves with me at all times unless they're chained up at my tent or something, but mercenaries costing money over time unless they die will just make them dead weight.

-IF- and i say IF with caps lock firmly held down, you need to pay them over time, you should pay them via the mercenary recruiters, so even if they die, you still have to pay for them until their contract expires, even if they die, or you will be unable to hire any more mercenaries until that full amount is paid, which you will have to pay no matter what happened to them, and if you don't pay it on time, they can leave your employ.

-ANY- thing else will just make them throw away weapons or high price gun racks to show off your collection of P90c's and Super sledge hammers, to be honest i am against both ideas in general, but i am willing to see how they work, so rather then just saying "eet sux" I'm posting this shiny wall of rant. ^,.,^

-Ulrek-
Logged

Michaelh139

  • Goin for 900,000...
  • Offline
Re: Slavemaster Merc
« Reply #17 on: May 25, 2011, 11:26:54 pm »

Mercenaries are gonna be abused and/or worthless next wipe it would seem.  Paying them several times and mercenary's chance to randomly run away will make it too troublesome to deal with.  "uh-oh, I took a break from fonline and lost my 5 Levelled laser mercs with 200 hp.  Fuck this game."  or  "WHAT THE FUCK MY MERC RUN AWAY IN THE MIDDLE OF FIGHT??!??!  WHAT THE POINT I USE MERC IF THEY JUST RUN!?!??!? threads, I see happening.
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Re: Slavemaster Merc
« Reply #18 on: May 26, 2011, 01:20:19 am »

Mercenaries are gonna be abused and/or worthless next wipe it would seem.  Paying them several times and mercenary's chance to randomly run away will make it too troublesome to deal with.  "uh-oh, I took a break from fonline and lost my 5 Levelled laser mercs with 200 hp.  Fuck this game."  or  "WHAT THE FUCK MY MERC RUN AWAY IN THE MIDDLE OF FIGHT??!??!  WHAT THE POINT I USE MERC IF THEY JUST RUN!?!??!? threads, I see happening.

The main thing that bugs me is the mercenaries to slave relationship idea, in order to have slaves, you must have mercenaries, in order to have mercenaries you must have caps, so even a 34 health cute slave NPC that does nothing but make your base pretty can go crazy and try and kill you, or just run away since you didn't pay for the mercenaries to guard her, it's realistic in away, but makes the entire system useless for anything but mercenary rushs.

Pretty much unless Solar is forgetting to mention something, the changes that have been mentioned in this thread will make it better to throw away your slaves and mercenaries before they start wanting to be paid or wanting to break free.

-Ulrek-
Logged
Re: Slavemaster Merc
« Reply #19 on: May 26, 2011, 01:29:35 am »

I'm quite certain it was mentioned that to get over a certain amount of slaves will require mercs, not to have ANY slaves.
Logged
Re: Slavemaster Merc
« Reply #20 on: May 26, 2011, 02:00:09 am »

I'm quite certain it was mentioned that to get over a certain amount of slaves will require mercs, not to have ANY slaves.

As you can see, solar said that having mercenaries lowers the chance that the slaves will run away, so you effectively need mercenaries to keep the slaves from trying to kill you.

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.

-Ulrek-
Logged
Re: Slavemaster Merc
« Reply #21 on: May 26, 2011, 02:10:43 am »

That depends on the chance of them running away Ulrek, you can't say it effectively needs mercs if there is only a 5-10% chance it would happen, Until we have that kind of information you shouldn't state that mercs are "needed" to keep slaves.
Logged

FstrAnthony

  • Yeah Its That Kind Of Perk
  • Offline
Re: Slavemaster Merc
« Reply #22 on: May 26, 2011, 02:11:58 am »

i think if u make them feel "comfortable" they wouldnt run away like feed them food and stuff
Logged
I will Murk U In Cod Black Ops Ps3

http://www.youtube.com/user/FstrAnthony1457?feature=mhee
[UPDATED]my youtube black ops channels [UPDATED]
Re: Slavemaster Merc
« Reply #23 on: May 26, 2011, 02:36:33 am »

That depends on the chance of them running away Ulrek, you can't say it effectively needs mercs if there is only a 5-10% chance it would happen, Until we have that kind of information you shouldn't state that mercs are "needed" to keep slaves.

Even shooting someone with a 95% chance to hit can still miss, and if you spend time leveling up a slave (Which has been said will be an option) then having a 5% chance even that the slave will run off will mean that you could effectively waste 2-6 hours of gaming time if you chose to invest time in to creating a monster out of a whimpy slave, only to have it run away even if you are not using it, unlike your 10mm SMG, which you have to use or otherwise risk it to lose.

Also, as i have said before i am only judging this by the information i have been given, i will apologize if i have greatly misunderstood what Solar has said, but until i am told new information my opinion on this matter will not change, however i also have said that i am willing to see just how this would work, even if i think that with the information i currently have leads me to believe the idea is flawed.

-Ulrek-
Logged

Ganado

  • Moderator
  • Dishonest Abe
  • Offline
Re: Slavemaster Merc
« Reply #24 on: May 26, 2011, 03:42:16 am »

Then, you should not be able to leave slaves (or mercs) anywhere you don't own anyway - Ie Bases and Private Mines.
Will slaves still be reliable to guard faction bases / tents? Will slaves, unarmed or not, be able to run away when they are in your base/tent/mine?
Logged
Error while opening cfg file: spawnnpc.cfg
Shit! Damn admins! Always ruining my fun! I guess I'll talk to them. WITH MY FISTS!!!! No seriously, I will write them a nice email or make a thread on the forums or something. Thanks!

arathhunter

  • Arath =Gray Rock Village Leader= -Canadian Drow-
  • Offline
Re: Slavemaster Merc
« Reply #25 on: May 26, 2011, 07:17:58 am »

If anything like this is actually Implemented. I demand the Engineer Profession! I'd rather be stuck with no Gun/armor makeing and Makeing my own followers then to have runaway Slave/Merc.
Logged


Solar

  • Rotator
  • Offline
Re: Slavemaster Merc
« Reply #26 on: May 26, 2011, 09:28:43 am »

Indeed, you have a free allocation of 2 and then extra slot for each other.

The upkeep will be cheaper than them dying and re-hiring,  they will also not run "at random". They will run if they feel like they are in danger and they aren't loyal enough.

Logged
Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
Re: Slavemaster Merc
« Reply #27 on: May 26, 2011, 09:40:37 am »

If it is a slave trying to run, can they be re captured before they make it out of the map?

P.S. Thanks for all the info.
Logged

arathhunter

  • Arath =Gray Rock Village Leader= -Canadian Drow-
  • Offline
Re: Slavemaster Merc
« Reply #28 on: May 26, 2011, 10:03:20 am »

Indeed, you have a free allocation of 2 and then extra slot for each other.

The upkeep will be cheaper than them dying and re-hiring,  they will also not run "at random". They will run if they feel like they are in danger and they aren't loyal enough.



is there a way to increase loyalty? and will this loyalty be on Slaves aswell? also can we treat slaves a lil better too? I mean. the way we treat them now. now If I was a slave and I was treated like the way players are resricted now. I'd pull something off the first chance I got. So many questions with even thinking this may be implemented. It boggels my mind and makes me forget some of them @_@
Logged


Re: Slavemaster Merc
« Reply #29 on: May 26, 2011, 10:41:38 am »

I dislike fallout 3, but this did get me thinking about the explosive collar, perhaps that should be a way to increase their loyalty, Should be rather expensive, Take Explosives expert (Yea lets make it more useful!) Or possibly buying a few from metgzer/vortis? I don't mean this should completely stop them from ever running/trying to kill you but it should help. Or perhaps the higher level a slave reaches the less likely to betray you (I mean you DO care enough to keep him alive long enough to get stronger.

Btw has anyone else realized how sidetracked merc/slave threads get :)
Logged
Pages: 1 [2] 3 4
 

Page created in 0.079 seconds with 22 queries.