Other > Closed suggestions
Only 2x your merc limit worth of slaves waiting
Lordus:
I think that current merc limit system is ok, but there could be special player slavers base with prison, where you can have your additional slaves. It is logical, that if you have more slaves, you need prison because of risk of revolt.
Frozen Mind:
Exactly. We need other system for slave slots. It's completely different to just go do the city and buy than find, bring below 1, enslave, bring back, and have a slave weaker than normal mercenary (sniper for example for 4k). Slaves also have problems with weapon usage and have very low skills like players on level 3-5. Just try to compare them with mercenaries on Wiki to see differences.
Otherwise there was something like Cesar's Legion in Fallout 3 (Van Buren) and 3 slavers factions in the wastes. I think slavers could be able to build a small army up to 15 slaves, but they can lead them only with standard formula.
And there's a difference in for what you became slaver and a mercenary owners. The second case is only about guards of bases and patrols, or traps and assaults. But slaves are mostly to trade so you need a security in base and a slaves to trade. That makes a problem with present system, because you just can't have both states in base/tent.
Solar:
From the murky depths of the post about the private mining concept comes:
--- Quote from: Solar ---OK, so lets put some numbers to this:
First, proposed change to the follower limit
For Merc/Dogs, If we add an extra -1 so its basically Ch/2 -2 rounding up, but then add bonus slots due to speech skill => Speech skill/60 = #extra slots we end up with
Cha 1,2 = None (We can also ban their bonus slots from Speech)
Cha 3,4 = None, but allowed Speech bonus
Cha 5,6 = 1 + Bonus ... etc
This does take us up to max 3 slots from Charisma and a possible 5 extra slots from speech (and one for mag personality) for a total of 9 mercs/dogs ... but that would be for 9/10 Ch 300% speech skill guy with Mag personality.
Brahmin/Slaves
These could then not take up any follower slots, but the amount you are allowed to "own" globally would depend on the number of mercs/dogs you have.
If #Slaves = 1 + (# Mercs*2) then even a reasonably normal character can have several slaves to work for them. Ch 5 120% speech would be allowed 3 mercs ... so then 7 slaves
Then # Brahmin = 1 + # Dogs. So Ch 5 120% speech guy can have 3 Dogs and these allow him to have a total of 4 brahmin.
--- End quote ---
I've not given up on something like this coming in eventually
Badger:
--- Quote from: Solar on April 12, 2010, 01:25:13 pm ---I've not given up on something like this coming in eventually
--- End quote ---
I love it.
Frozen Mind:
Isn't it too restrictive if normal (without 60 speech) guy with 4 charisma can't even have single mercenary? What about a little protection of tents for lone players having problem with natural perception or taggers exploiting? With this system merc is something extraordinary for special builds. Why not to make slots system. Has been posted before.
Slot points (how many you can own in one time globally):
Charisma relation: CH-1
Becoming a Slaver: +2
Magnetic personality perk bonus: +2
Speech bonus: (Speech-30/30) (-30 because of starting stats, hope it's not possible to have 0 speech)
If CH>2 charismacheck=1, else charismacheck=0
General formula: (CH-1 + slaver*2 + magnetic*2 + speech-30/30)*charismacheck
Slave 1 slot
Dog 1 slot
Brahmin 1 slot
Mercenary 2 slots
Super mutant 3 slots
Following NPC formula: (CH-1)/2 (present) - how many you can have traveling with you.
Preview - global NPC owning:
10CH, magnetic personality, 300 speech, slaver -> 22 slots - unbelievable slaver build
10CH, magnetic personality, 180 speech, slaver -> 15 slots - power slaver build
6CH, magnetic personality, 120 speech, slaver -> 12 slots - typical new slaver build
7CH, magnetic personality, no speech points added/tagged, slaver -> 10 slots -> typical old slaver build
5CH, magnetic personality, no speech points added/tagged, slaver -> 8 slots
5CH, no perk, no speech points added/tagged, slaver -> 6 slots
3CH, no perk, no spech, slaver -> 4 slots -> minimum slaver build
3CH, no perk, no spech, non-slaver -> 2 slots -> 'high' charisma combat power build
Generally I would prefer Slavery as a profession unrelated with mecenaries where each level would make you can enslave better types of NPC - still without overpower.
Navigation
[0] Message Index
[#] Next page
[*] Previous page
Go to full version