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Hella restricting merc limits

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Aniketos:
Third on slaves restriction, make it more fun increase the amount of slaves you can own! :D

FischiPiSti:
Do player characters count as NPC followers? Because if so, then thats just bad....
How about this system:
The basic idea is that a supermutant merc should count as more followers then weak ones, and players should count as the weakest, so gangs can go hunting or to TCs easyer. I mean...thats the whole point of a transport character with 10 CH right?
(CH-1) = total follower slot count
2 CH = 1 follower slot.
10 CH = 9 follower slots.
1 Player Character = 1 slot.
1 dog/slave = 2 slots.
1 simple merc = 3 slots.
1 strong merc(like supermutant or stronger big gunner merc) = 4 slots.

At 3 CH you CANT have mercs, but have 1 slave, or 2 players.
At 4 CH you can have 1 simple merc, 1 slave+1 player, or 3 players.
At 10 CH, 3 mercs, 2 supermutants+1 player, 4 slaves+1 player, or 9 players(+the transporter obviously) going PK huzzah! \o/

Oh, and merc recruiting should be tied to speech skill, nuff said.

Edit: Magnetic personality would add 1 slot, not follower count.

arathhunter:

--- Quote from: FischiPiSti on April 03, 2010, 08:32:59 pm ---Do player characters count as NPC followers? Because if so, then thats just bad....
How about this system:
The basic idea is that a supermutant merc should count as more followers then weak ones, and players should count as the weakest, so gangs can go hunting or to TCs easyer. I mean...thats the whole point of a transport character with 10 CH right?
(CH-1) = total follower slot count
2 CH = 1 follower slot.
10 CH = 9 follower slots.
1 Player Character = 1 slot.
1 dog/slave = 2 slots.
1 simple merc = 3 slots.
1 strong merc(like supermutant or stronger big gunner merc) = 4 slots.



At 3 CH you CANT have mercs, but have 1 slave, or 2 players.
At 4 CH you can have 1 simple merc, 1 slave+1 player, or 3 players.
At 10 CH, 3 mercs, 2 supermutants+1 player, 4 slaves+1 player, or 9 players(+the transporter obviously) going PK huzzah! \o/

Oh, and merc recruiting should be tied to speech skill, nuff said.

Edit: Magnetic personality would add 1 slot, not follower count.

--- End quote ---

no, i dont believe that players count anything twards charisma or anything like that, charisma is tied to how many NPC's follow your character, i cant remember properly how it goes, but i think it was
---------------------------------------
CHA  = Follower
---------------------------------------
1-4         1                       |
5-6         2                       |
7-9         3                       |
10          4                       |
10+Perk  5                       |
---------------------------------------
im not sure about CHA 1-4, but i have 5 CHA and i can only have 2 mercs at a time, and i can remeber reading on wiki it was 7 you can have 3, and my Alt has 10 CHA and could hold 4 mercs without perk

EDIT: from reading a bit of other posts, JovankaB states that even if you have CHA1 and the Perk, you still can only have 1 follower (or braham in that case)

bipboy:

--- Quote from: Jack_Fr on April 02, 2010, 04:09:49 pm ---You're right Jovanka, this setting make more difficult to have your own little army (if you loose your mercs, you'll have to go back to the seller) or to make caravan traps with 15 super-mutant with rocket launcher
But it's really bad for one of the new features which is really good, I think to the slave trading which won't be very interesting with this setting about followers.
Don't you think it should be allowed for players with slaver perk to have an unlimited number of only slaves ? Slaves won't be enough effective to make traps and I guess it's possible to make a limit for slaves who are mining for you depending of your followers limit. Should I make a suggestion thread about that ?

--- End quote ---

totally agree, slaver player should have at least unlimited global slots for enslavable npcs. That is the advantage being a slaver (traveling with them is another issue).

another issue for slavery is 1st you can not use drug on slaves to recover their healty, only fA is possible. I guess thats some protection to stop abuse drug player. 2nd the price to sell slave is too low, a rope is sold for 100 but a slave 200? price range should be 600 to 1500



Frozen Mind:
I had fun only playing slaver char in pre-pre-wipe and pre-wipe times where I had no global limit. Now character able to hold maximum of 5 slaves would have problem to personally get best of slaves. It IS FUCKED to be a lone slaver. You can shovel shit to buy strong slaves or capture the weak ones. I know the guy who set this system had only COT bots with mutant mercs on mind and whining of victims of radio turn based encounters, caravan traps and town control when the NPC leader was only waiting to die to bring more of radiated swarm on the battlefield. 1. You are able to set radio beacon only before 10 minutes of encounter spawn. 2. You enter caravan traps for your own responsibility. 3. You can raid a town whenever you want now. So this issue has been reduced.

Of course the better way to control that abuse easily is to restrict any follower like brahmins, dogs, slaves and mercs. Putting it into one section is a crime because of no balance between mercs and slaves. Don't even ask about dogs and brahmins. And now I don't even have slaver character and have no longer motivation to update Slavery section in Wiki because of that damned restriction, sorry. I hope system will change and I'll return to building my own slave forces like Caesar's Legion.

Geez...

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