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Author Topic: Rework Merc System  (Read 4739 times)

Rework Merc System
« on: March 06, 2010, 10:36:45 pm »

hi

merc system very unbalanced, now it like Real Time Strategy(around 10 units for 1 char)



now it like delirium

my suggestion, number of merc addiction from outdoorsman

ex.
60%-  1
120%-2
180%-3
240%-4
300%-5

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Re: Rework Merc System
« Reply #1 on: March 07, 2010, 01:29:57 pm »

There is already a limit of 5 mercenaries if you have 10 CH and Magnetic Personality. People who have more are using bugs.
Maximum number is ((CH - 1) / 2) rounded down.
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Frozen Mind

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Re: Rework Merc System
« Reply #2 on: March 07, 2010, 02:12:12 pm »

People who have more are using bugs.

For now it's feature to be able to HAVE more at once than formula says. The bug is on a world map to lead more of them than charisma (plus perk) and same about order them to follow on random map (in both cases it's up to 18 units).
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Solar

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Re: Rework Merc System
« Reply #3 on: March 07, 2010, 02:18:46 pm »

For now it's feature to be able to HAVE more at once than formula says. The bug is on a world map to lead more of them than charisma (plus perk) and same about order them to follow on random map (in both cases it's up to 18 units).

blahblah is correct. The bug is the amount you can have, not amount you can lead.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Frozen Mind

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Re: Rework Merc System
« Reply #4 on: March 07, 2010, 05:28:49 pm »

So now I'm almost clear. I've lead my whole army to a certain death. So it was about ... 70 followers? :) Good to know it was a bug...
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Re: Rework Merc System
« Reply #5 on: March 07, 2010, 09:04:46 pm »

There is already a limit of 5 mercenaries if you have 10 CH and Magnetic Personality. People who have more are using bugs.
Maximum number is ((CH - 1) / 2) rounded down.

in screenshot u can see 6 mercs, true cheats or exploites
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Re: Rework Merc System
« Reply #6 on: March 07, 2010, 09:35:44 pm »

I got excited when I saw the title of this thread, you guys let me down.

Mercs are overdue for a reworking, or we should just rename them 'hirable guards' and have done with it.

I assumed the main intention behind mercs was to allow players to have NPC companions, a la Fallout. But they're not a practical choice of travel companion, even with the ALT menu.

So, hijacking this thread, what would make you guys travel with mercs?
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Bartosz

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Re: Rework Merc System
« Reply #7 on: March 08, 2010, 09:53:57 am »

So, hijacking this thread, what would make you guys travel with mercs?

Maybe counting their outdoorsman instead of the player (if higher)...wait, I've just realized it's already in. Wonder if it is useful, as I'm not sure how skilled they are.

If you've got any thoughts on that, shoot.
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Frozen Mind

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Re: Rework Merc System
« Reply #8 on: March 08, 2010, 11:18:46 am »

Slaves skills are really poor and only fight skills are high (like 70-90% of small guns/melee/unarmed).

Reason of NPC followers usage:
1. Combat support (always helps in some way) - setting traps, assaults.
2. Followers could be loaded well (like no weight cap.),
3. Base security - you can't play 24/24h.
4. Caravan (combat) escort for barter and crafter characters.
5. Role play purposes - rare but happens.

What would make them want to follow:
- Charisma barrier - I think some people just wouldn't like to follow strange guys or tolerate non-charismatic. So you need 4 (or 3) CH to be able to take any NPC follower,
- Outdoorsmen skill - I don't know if someone wants to follow guy who actually doesn't know where he is. The higher skill the higher trust. So if charisma would be ONLY a barrier, outdoorsmen skill would set max number of followers.
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vedaras

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Re: Rework Merc System
« Reply #9 on: March 08, 2010, 11:57:55 am »

Maybe counting their outdoorsman instead of the player (if higher)...wait, I've just realized it's already in. Wonder if it is useful, as I'm not sure how skilled they are.

If you've got any thoughts on that, shoot.

now Your mercs attract too much npc in encounters, if you for example jump on ghoul crazies with 4 mercs (that has assault rifles) there will be like 20-30 of them, and you have no chance to win, mercs need to make battles easier, not harder. My suggestion would be, to make encounters bigger only if you are traveling with other players not mercs.
Re: Rework Merc System
« Reply #10 on: March 08, 2010, 12:42:11 pm »

What about "Speech" skill? May be this skill will affect how many mercs/slaves you can have? ;p
Really, this skill can be useful.
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Solar

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Re: Rework Merc System
« Reply #11 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.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.

Sius

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Re: Rework Merc System
« Reply #12 on: March 08, 2010, 01:33:14 pm »

And what about special mercs such as docs, medics, scouts, drivers? Each of them could have unique statistics and abilities so they will be helpful in other ways than combat.

Doctor - high doc skill and ability to fix broken bones once every X minutes, not a field guy = medium small gun skill, low hp, 0 armor, can use FA to heal 60-90 hp every Y min (X>Y)
Medic - high FA, can heal 140-250 hp once every X min, if healing over max HP he can add +30hp over maximum for short period of time, better with gun than doctor
Scout - child of the desert, very high outdoorsman skill, ability to track animals (makes you choose what kind of creature you are after and you will encounter them more likely), better position when entering encounter
Driver - +X% travel speed while traveling by car and reduce fuel consumption

These mercs could have more types. Like amateur nurse/self-taught doctor/doctor ; medic/field medic ; tracer/scout/ranger ; driver/road warrior ;). Each type with different pros and cons but generally self-taught doctor would be better than nurse and doctor would be better then self-taught doc.
Re: Rework Merc System
« Reply #13 on: March 08, 2010, 01:39:29 pm »

And what about special mercs such as docs, medics, scouts, drivers? Each of them could have unique statistics and abilities so they will be helpful in other ways than combat.

Doctor - high doc skill and ability to fix broken bones once every X minutes, not a field guy = medium small gun skill, low hp, 0 armor, can use FA to heal 60-90 hp every Y min (X>Y)
Medic - high FA, can heal 140-250 hp once every X min, if healing over max HP he can add +30hp over maximum for short period of time, better with gun than doctor
Scout - child of the desert, very high outdoorsman skill, ability to track animals (makes you choose what kind of creature you are after and you will encounter them more likely), better position when entering encounter
Driver - +X% travel speed while traveling by car and reduce fuel consumption

These mercs could have more types. Like amateur nurse/self-taught doctor/doctor ; medic/field medic ; tracer/scout/ranger ; driver/road warrior ;). Each type with different pros and cons but generally self-taught doctor would be better than nurse and doctor would be better then self-taught doc.
And what about cute slaves? They must have special abilities too, so you don't need to go to Cat's Paw at New Reno.
Also kids can clean your boots for 1 cap or something...

Bad idea about mers professions...
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Solar

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Re: Rework Merc System
« Reply #14 on: March 08, 2010, 01:45:34 pm »

Hm, I don't think a Merc Scout is bad at all.

Quote from: Scypiorz
Maybe counting their outdoorsman instead of the player (if higher)...wait, I've just realized it's already in. Wonder if it is useful, as I'm not sure how skilled they are.

If you've got any thoughts on that, shoot.
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Quote from: Woodrow Wilson
If you want to make enemies, try to change something.
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