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).
If you want to make enemies, try to change something.
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.
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.
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 doctorScout - 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 encounterDriver - +X% travel speed while traveling by car and reduce fuel consumptionThese 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.