This.
If you don't know how to effectively limit it, then it's better to remove mercs/slaves at all or to make them never attack players.
Wasn't my intention to propose to scrap the feature entirely, that's your solution for the problem. I don't support the idea, because mercenaries and slaves are a viable factor in unregulated, unscheduled, global fights. It's not fair, but it shouldn't be, just the lack of proper limitation. There's more than that possible - scraping a good feature from player interaction, there has to be an alternative. Mercenaries, slaves wouldn't play such a huge role, if they would be properly moderated by some sort of factors. They are in the game after all.
That's IF there is infinite amount of time and enough resources to supplement the effort, currently there is no limit on it, but with periodic wipe system it wouldn't be the case as players couldn't just solely focus on such type of action, thus decreasing the chance to be in the same situation which is present now.
It's plausible of course to be effective enough on its own to prevent future damage, but I think it's better than scraping the feature entirely.
If unarmed mutants can effectively use grenades then it's a bug.
If they were just unarmed mutants without auto-attack they wouldn't be such a threat.
They also can use Gatling, Plasma, Laser rifle to about an approximate of 10~ hexes range.
And mercenaries with owner logged off or dead should run away if not harassed.
I'm not sure how it is now.
Currently if your logged off, your mercenaries act normally.
Finally, they should only protect owner (and each other) not whole faction.
Auto-attack should be option to guard base/tent from intruders and that's all IMO.
Exactly.
I don't get whole "it's not PvE". NPCs and followers are part of the game, if you want
to play clean, fair PvP matches go to Hinkly. The game never was a tournament platform.
Agreed.
I can add.
Number of Slaves you can have is 2 + number of Mercs you own
It's over kill in my opinion, 10 man group of mercenaries/slaves can be achieved so easily forming "air strikes". Slaves should be as any other follower, taking up Party Points, like 50 per a slave. Previous session maximum of 5 slaves was good, I had a slaver on my own and it was balanced nicely.
Thus.
Dog/Brahmin
Shouldn't take up any, why a slave doesn't need PP, but a dog requires? Just doesn't make sense.
I never got why you need 2 dogs to guard one extra brahmin. It should be other way around, one dog for 2 brahmin (if it should be dog dependant at all).
This.
...
Another thing, regular energy weapon mercenaries that can be bought for 1k approximately, they hold about 450 caps inside their inventory + a laser pistol and you can get both out with gold nuggets, thus almost eliminating any cost. They use Plasma rifle, Gatling almost on max range, use Laser rifle effectively and all other energy weapons and with appropriate build they have a lot of HP and good resistances due to MAmk2 armor + their fast.
Their price needs to be like 5-6k at least, no caps in their inventories.
Tnb have unlimited money
Incorrect.