Other > Closed suggestions
Rework Merc System
gordulan:
yes, improve the alt menu, to directly influence the mercs you want to use.
ex: Bill (name of merc) attack that guy, but also, Sally, attack that other guy.
or, sneak to position, use first aid on that character, doctor that person, and so on and so forth.
in other words make the menu more detailed and have a functionality for the mercs to more than just combat, however, the doc and FA skills of the mercs can only be used on other NPCs to stop exploits.
FischiPiSti:
--- Quote from: Solar on March 08, 2010, 01:15:21 pm ---Extra Mercs from Speech isn't a bad idea at all. Change it to (Ch/2)-2 and an extra merc per 50% of Speech.
Ch 1+2 = No Mercs, cant talk to Merc traders either (So no mercs even with good speech)
Ch 3+4 = No Mercs
Ch 5+6 = 1 Merc
Ch 7+8 = 2 Mercs
Ch 9 + 10 = 3 Mercs
50% = +1
100% = +2
150% = +3
200% + 4
250% + 5
300% + 6
Perhaps would could have a few "free" mercs in encounters, so that you don't count the first two mercs for scaling purposes.
I also think we will probably see Merc use more in the new TC system too.
--- End quote ---
Damnit, i made the exact same suggestion in another thread :/
...Or was it in another forum? :S
Hmm, well anyways here was my logic:
Teh transporter class!
If someone has alot of money, he can create an alt with a high charisma, and at lvl 1 he can have the same amount of mercs as high lvl characters. Thats an exploit. Plug in the hole by restrickting the ability of hiring mercs to the speech/barter skill. Every group needs a transporting character, with a high charisma, but nobody wants to make and level one that he actually uses for anything else except to barter and transport, because they cant defend themselves(lets not count the money->merc exploit from alts). So if a player is broke(starting players), cant fight, but has a decent starting speech skill, then let him get low level mercs for free if he passes a speech check. IF he can get xp from the kills of the merc(im not sure this is implemented, i never had a merc before), he can level up his speech skill, to get more powerfull mercs. Eventually, at lvl 21, he has enough powerfull mercs to battle same level big gunners, its just a metter of balancing so the 2 combatants have equal power. Note that he has a speech skill of like 200+, so he cant use a gun properly himself.
Its also important to tie this feature to a special attribute like charisma, because if not, then any character with high intelligence could get the same mercs.. Maybe its better to limit the max number of mercs to 2-3(like charisma/3-4), but make those mercs more powerful.
And lastly: Mercs should not count as players when traveling, or all mercs per player should only count as 1 extra person, otherwise the transporter cant transport people XD
This way, you got a transporter for the group, that is also combat effective. Balance is the key ofc.
Krej:
imo merc guards in bases and shit is cool but in normal pvp mercs are fucking gay
imo scrap the supermutant mercs..
Just humans and ghouls perhaps would be better.
make slaves able to gather or any other stuff you would have your slaves doing..
hire mercs to guard your slaves while they go around gathering :D
duorden:
yet it would be nice to introduce a restriction on the number of mercenaries, as the purchase of detonators
or the limit of no more than (ex) 50(75??100??150??) mercenaries on wasteland
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