Other > Winter 2011/2012

Followers points

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zerosoul:
Exactly. I hope we will get some more micro intensive followers UI with more complex and sophisticated control of them. Maybe not in near future but well, lets hope for the best.

And for the last time...mercs should never be like walking auto turrets cause its plain stupid/game breaking idea in many cases. Just simple as that.

greece crisis:
so thats why auto attack is necessary, if you are in combat it the urban area you have to see your mercs to give them command, but i cant really see how i can order 5 mercs at same time when i cant see them?
and remember rt on tc is dynamic and make just good AI fro followers or leave auto attack. we can leave auto attack but only in range of merc leader and mercs PE.

avv:
Here's how the interface could look like. Could be a bit smaller and more transparent.


You got 4 options:
Regroup: brings the mercs to you. They will come around you and stay in a distance you set them to stay in the dialogue (close, medium, snipe). After this command is given, they will follow you without delay.
Stop: Mercs simply plainly stop. They won't do anything until further instructed.
Retreat: Mercs will escape to worldmap on foot, normal combat timer applies unless it's an encounter.
Hostile: Mercs are in readyness for violent encounter. They will shoot back if shot, attack anyone who attacks their master or his friends and attack whoever their master is attacking.

These commands could be given even when mercs are out of FoV.

In addition note how the player can see the hexes the mercs are standing outlined with green. This helps to keep track where the mercs are.

Chrupek:

--- Quote from: avv on December 30, 2011, 12:52:36 pm ---Here's how the interface could look like. Could be a bit smaller and more transparent.


You got 4 options:
Regroup: brings the mercs to you. They will come around you and stay in a distance you set them to stay in the dialogue (close, medium, snipe). After this command is given, they will follow you without delay.
Stop: Mercs simply plainly stop. They won't do anything until further instructed.
Retreat: Mercs will escape to worldmap on foot, normal combat timer applies unless it's an encounter.
Hostile: Mercs are in readyness for violent encounter. They will shoot back if shot, attack anyone who attacks their master or his friends and attack whoever their master is attacking.

These commands could be given even when mercs are out of FoV.

In addition note how the player can see the hexes the mercs are standing outlined with green. This helps to keep track where the mercs are.

--- End quote ---

Those are really good ideas. And eliminates problem of insta-kill traps. I would add some things:


- some merc leader stat (it could be speech) should affect orders
for example: 150% speech, makes your mercs ignore stop order, or delay it for 2-3 seconds. this factor could be somehow random, but the point is, that control of your mercs shouldnt be 100% sure. 300% speech gives you 95% chance, to control mercs perfectly. Its like chance to hit.

- giving orders should cost APs. your mercs, are your combat skill, so when you force your mercs to shoot, that will cost you attack amount of APs. and that is logical, because yelling need focus/time/energy, so it should be normal action, which consume your 'mana'.

- Some of merc leader stat should affect enabled commands. High skill allow you to give orders such as 'shoot snipers' , shoot 'wounded' etc, on the other hand, low speech allows u only for commands like AVV said. Same for 'outpost' commands like: 'guard this place' etc.

If mercs will be ever balanced, i think they sholud replace ALL combat skills of merc leader. That char should be completely uneffective in shooting, and his duty is to control mercs. If build is great, he can almost act like point&click.

Solar:
These actually seem pretty nice.

Simple orders, seem to cover most things. You'd need a move here and spread out order too I think.

Unlocking them as speech increases seems good too, as does a delay in their implementation based upon speech and AP being drained.

I was thinking of limiting merc types based on speech, say 100% needed to get energy, 150% for mutants etc (numbers off the top of my head to be an example), but if orders are being linked to speech it might be better to link that to barter.

I wonder if its possible for us to create teams, so you could issue orders separately. Then you really would be getting close to having a pure leader build.

Would be two other areas for support perks too.

 

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