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Author Topic: Different merc types having different CH requirements  (Read 4018 times)

JovankaB

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Different merc types having different CH requirements
« on: July 25, 2010, 08:04:29 pm »

A new formula for merc requirements could look like this:

each dog or brahmin takes 1 CH
each ghoul takes 2 CH
each human takes 3 CH
each mutant takes 4 CH

Magnetic personality would work as +2 CH bonus for merc requirements. That's all.

So for example a player with 1 CH could have a dog or a brahmin. A player with 2 CH could have 2 dogs/brahmins or a ghoul. A player with 10 CH and magnetic personality could have 3 mutants or 4 humans or 10 brahmins + 2 dogs.

It would remove this 1/3/5/7/9 pattern in taking CH and add more diversity in merc armies because you could have lots of weaker mercs or a few stronger.
« Last Edit: July 25, 2010, 08:14:50 pm by JovankaB »
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Michaelh139

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Re: Different merc types having different CH requirements
« Reply #1 on: July 25, 2010, 08:07:25 pm »

Nuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuuu.

Any pk powerbuild can take on 5 mutants with avengers already, we wouldn't stand a chance with just thwee!
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Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Re: Different merc types having different CH requirements
« Reply #2 on: July 25, 2010, 08:11:46 pm »

Its your first nice idea jovanka .

+1
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Re: Different merc types having different CH requirements
« Reply #3 on: July 25, 2010, 08:14:49 pm »

I like the dog/brahmin being 1 slot but instead of just splitting it by race i think some (melee mercs including the melee supermutant) should cost 1 point less than their BG/Sniper counterparts. Also while we're talking about mercs, can dogs level up?
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Enzo

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Re: Different merc types having different CH requirements
« Reply #4 on: July 25, 2010, 08:17:13 pm »

I like it... still I think ghouls and humans are nearly the same... so it could be:

1cha - brahmin or dog
2cha - human or ghoul
3cha - mutant
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Enzo Wolf
former President of Fenix Trading company
former Trading counsellor of former Gray Rock village :D

Gunduz

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Re: Different merc types having different CH requirements
« Reply #5 on: July 25, 2010, 08:17:59 pm »

Yeah I really like the idea of everyone at least being able to have a dog or a brahmin.

BTW,
A player with 10 CH and magnetic personality could have 3 mutants or 4 humans or 10 brahmins + 2 dogs.

IIRC, you can't take mag. personality if you have 10 CH. So the most mutants we'd ever see would be 2, which I am fine with. I'm looking forward to the one person who has a 9 CH mag. personality build to have 11 dogs.

I like the dog/brahmin being 1 slot but instead of just splitting it by race i think some (melee mercs including the melee supermutant) should cost 1 point less than their BG/Sniper counterparts.

Well from the discussions I've seen, it seems like with 3d models, if they are applied to mercs, each race will be able to use all types of weapons because they'll have all animations.
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JovankaB

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Re: Different merc types having different CH requirements
« Reply #6 on: July 25, 2010, 08:20:20 pm »

IIRC, you can't take mag. personality if you have 10 CH. So the most mutants we'd ever see would be 2, which I am fine with.

I assumed it would be fixed, so taking 10 CH would be better than taking 9 CH, not worse like it is now (which is a complete nonsense).
« Last Edit: July 25, 2010, 08:23:53 pm by JovankaB »
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Re: Different merc types having different CH requirements
« Reply #7 on: July 25, 2010, 08:23:02 pm »

Well you can have 10 CH and magnetic just take the +1 perk after magnetic.
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Re: Different merc types having different CH requirements
« Reply #8 on: July 25, 2010, 08:33:46 pm »

I like it. While we're at it, can we make dogs not terrible?

Or even respawnable mercs?
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Re: Different merc types having different CH requirements
« Reply #9 on: July 25, 2010, 08:41:28 pm »

yes please!! i want that! nice idea Jovanka
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Enzo

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Re: Different merc types having different CH requirements
« Reply #10 on: July 25, 2010, 08:54:38 pm »

I like it. While we're at it, can we make dogs not terrible?

It would be great if the dogs will be able to get levels... so we could have dogs with bigger hp... (like the crazy dog in Adytum, which has over 200 hp ;D )
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Enzo Wolf
former President of Fenix Trading company
former Trading counsellor of former Gray Rock village :D

runboy93

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Re: Different merc types having different CH requirements
« Reply #11 on: July 25, 2010, 09:00:34 pm »

It would be great if the dogs will be able to get levels... so we could have dogs with bigger hp... (like the crazy dog in Adytum, which has over 200 hp ;D )
This is good suggestion 1+

Sius

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Re: Different merc types having different CH requirements
« Reply #12 on: July 25, 2010, 09:42:35 pm »

Definitely a nice idea. But I still miss some option to have permanent follower...

gordulan

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Re: Different merc types having different CH requirements
« Reply #13 on: July 25, 2010, 11:07:38 pm »

it would be sweet to have a "sidekick" style character, one where you can swap out armour as well as weapons, although they'd lose their weapons on death, but not lose the armour, and can be "revived" at pubs or doctor's offces, the NPC saying tat they trudged in with overly large wounds and that you gotta pay up like 100-400 caps for them to taking care and rehabilitating the sidekick, and the guy levels up as well starting at lvl 10, and going to lv 17+charisma/2, allowing for all characters to get one ,(they take up 0 companion slots) but you find him in a special encounter, once you have found the special encounter, maybe call  the encounter "aspiring heroes pub" it'll stay on your map, where you can swap out your sidekick for a new one, free of charge, as long as they are there with you. choices could be longhair, standard and female and several different builds, maybe something like this on top of your change as well?
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Michaelh139

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Re: Different merc types having different CH requirements
« Reply #14 on: July 25, 2010, 11:09:35 pm »

it would be sweet to have a "sidekick" style character, one where you can swap out armour as well as weapons, although they'd lose their weapons on death, but not lose the armour, and can be "revived" at pubs or doctor's offces, the NPC saying tat they trudged in with overly large wounds and that you gotta pay up like 100-400 caps for them to taking care and rehabilitating the sidekick, and the guy levels up as well starting at lvl 10, and going to lv 17+charisma/2, allowing for all characters to get one ,(they take up 0 companion slots) but you find him in a special encounter, once you have found the special encounter, maybe call  the encounter "aspiring heroes pub" it'll stay on your map, where you can swap out your sidekick for a new one, free of charge, as long as they are there with you. choices could be longhair, standard and female and several different builds, maybe something like this on top of your change as well?
well if the aspiring hero pub thing is gonna stay on your map why not just make it where when your sidekick dies he respawns there and they take care of him for 500 caps?
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Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
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