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Author Topic: More slave/merc commands  (Read 3233 times)

Haraldx

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More slave/merc commands
« on: August 19, 2010, 07:55:38 pm »

Slave commands

Slaves=Player traders
Command: I want you to sell the stuff I don't need.
Purpose: You can tell your slave to sell/trade items just like vendors.
Other: 1.You can choose what items will he trade 2. What does he accept as payment (caps, HQ mats, regular mats) 3. Adjust prices 4. The text he will say from time to time indicating he is a vendor.
Example: Slave - What should I say my master?
Player owning the slave - *clicks say* Best goods right from my master, selling weapons, ammo and others! (text can be changed anyway you want it)
Slave - I will do so my master, do I have to know anything else? etc etc.
Now this text master said to him, will show up about every 10 seconds above his head.


Notes: While in such a vending mode, slaves can't be robbed if ''Guard the person'' command is not implented. The slave will keep vending even if the master is offline if commanded so.

Merc and Slave Commands

Guard the person
Command: I want you to guard someone.
Purpose: You can tell your slave/merc to guard a NPC/player while he is in the area, he will follow the player, if he sees the player/NPC is robbed or attacked he will automatically attack.
Other: 1. You can choose the NPC/player, by just clicking him.

Spy the person
Requirements: The slave/merc and you must have a radio.
Command: I want you to spy on someone.
Purpose: The merc/slave will stay at a distance of atleast 20 hexes and would go right in sneak mode. When the target is doing something your merc/slave reports in thru the radio.
Example: Merc - This is your merc X, target Y just left NCR
Merc - This is your merc X, target Y just entered a faction base/tent, coordinates are coord:X, coord:Y
Merc - This is your merc X, target Y has started mining HQ resources at Broken Hills mine.
You can always order your merc/slave to stop spying and return to you (he will need about 1 minute to return to you).
Others: 1. the spy can't be seen on worldmap and doesn't need targets charisma. 2. If target gets in a encounter, spy keeps spying and doesn't attack unless in danger. 3. If spotted, the spy will try to get out of sight, go sneak and if the target didn't escape, continue following. 4. If target escaped, spy reports to master and returns to him.
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Enzo

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Re: More slave/merc commands
« Reply #1 on: August 20, 2010, 08:27:48 am »

only one word to slave trading: suicide bombing...

guarding: maybe

spying: bullshit
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runboy93

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Re: More slave/merc commands
« Reply #2 on: August 20, 2010, 08:38:54 am »

+1 to guard person command.

« Last Edit: August 20, 2010, 02:35:03 pm by runboy93 »
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Haraldx

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Re: More slave/merc commands
« Reply #3 on: August 20, 2010, 10:00:19 am »

only one word to slave trading: suicide bombing...
Those are two words  :-\
guarding: maybe
Why only maybe?

spying: bullshit
Why so?
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LagMaster

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Re: More slave/merc commands
« Reply #4 on: August 20, 2010, 10:32:29 am »

this is a good ideea,especialy for detecting bases(the spy ideea) now the bases will never be that safe anymore
and whit the trading,if the slave is killed,the stuff will go to the nearest guard and the player will have stuff back if he talks to teh guard
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Haraldx

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Re: More slave/merc commands
« Reply #5 on: August 20, 2010, 12:32:49 pm »

I just came up with an idea, that the spy can lead you to the places he was in. For example.
Spy - I'm back my master.
Master - I want you to lead me to the base the target was in.
Spy - Which one, my master?
Master - The one which was on coordinates X:Y. etc. etc.

Another reason, why to implent lockable doors. (see my other suggestion)
« Last Edit: August 20, 2010, 12:34:29 pm by Haraldx »
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gordulan

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Re: More slave/merc commands
« Reply #6 on: August 20, 2010, 02:33:08 pm »

I  quite dislike the spy bit, it would be a bit let's just say abuseable, all it would take is 1 faction filled with slaver alts and then leaving them in NCR and making em follow every person in sight, there only that would make it back would be the ones following "noobs" who have just gotten a base and don't know how to be wary of assholes using that, and the lesser factions new members would bring the slave into a poorly guarded base by accident and cost the faction a bit of needed equip, it's enough with the current cloak&dagger (mostly dagger) system, making an automated process for griefing is totally unnecesary...
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Re: More slave/merc commands
« Reply #7 on: August 21, 2010, 12:06:03 pm »

maybe add Patrol command(they will move around like you show them) and guarding pass(like guards in vault city)?
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Crazy

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Re: More slave/merc commands
« Reply #8 on: August 21, 2010, 06:04:53 pm »

The commands we need is "never, never, NEVER ATTACK whatever is happening" and "never, never, NEVER attack gang members, whatever is happening"
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Winston Wolf

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Re: More slave/merc commands
« Reply #9 on: August 21, 2010, 06:19:25 pm »

Would be great if you could tell the merc all people he shall not attack. We could use the "say" function for that.
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Re: More slave/merc commands
« Reply #10 on: August 21, 2010, 06:31:22 pm »

I just came up with an idea, that the spy can lead you to the places he was in. For example.
Spy - I'm back my master.
Master - I want you to lead me to the base the target was in.
Spy - Which one, my master?
Master - The one which was on coordinates X:Y. etc. etc.

Another reason, why to implent lockable doors. (see my other suggestion)

I do believe that last year after the first wipe in August there was a new feature called "Tracking" implemented. Where a player could track the person he chooses to their destination. I had stopped playing at this point after it had been implemented but when i came back in July, "tracking" had been gone so i don't think this would work.
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FOnline id: xPoncex
GT:xPoncex
Re: More slave/merc commands
« Reply #11 on: August 21, 2010, 07:28:13 pm »

alt+click - guard person. good idea.
trade - its even worse than player-to-player trade, cause the NPC is dumb, thiefs/bombers/bursters, etc etc will just rush on him and others go there loot the shit and run away.
spy - LOL?

ive been playing with all kind of chars, from a doctor,trader to EW sniper, big gunner, and so on, and i recommend you to do the same someday, so youll know how the economy, systems, and other things run in the game (im serious)

Ponce- it been taken off only cause it was hellava buggy. i love Tracking tho, it would make game much more... full of action ;)
« Last Edit: August 21, 2010, 07:29:51 pm by Haterade »
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Re: More slave/merc commands
« Reply #12 on: August 21, 2010, 07:39:06 pm »

Tracking was pretty awesome, but i could see how easily it could've been used to get to bases and tents. But still i would like to see it again some day.
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kraskish

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Re: More slave/merc commands
« Reply #13 on: August 21, 2010, 09:05:07 pm »

guarding: of course, its so umbelievable that your followers simply watch you being robbed

selling: no. Merchants in towns would have nothing to buy.
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Michaelh139

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Re: More slave/merc commands
« Reply #14 on: August 22, 2010, 06:55:09 am »

The commands we need is "never, never, NEVER ATTACK whatever is happening" and "never, never, NEVER attack gang members, whatever is happening"
OMFG OMFG THIS THIS THISS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!




Ok spam enough'd we seriously need this, because:

1.  big gun mercs waste ALOT of ammo in encounters.
2.  Sometimes big gun mercs waste ALOT of ammo accidentaly on your other fucking mercs....  = dead merc(s).
3.  Rocket launcher mercs in close group = big boom in encounters.
4.  gang bases and accidental fire (obvious enough).

About the topic:

1.  Yes please.
2.  make it where they are 9999 hp in this mode and as you said, unstealable, but also give city limits to how many slave traders can be there.  e.g. 20 traders in NCR.
3.  hmmm...  Actually I would like this but you gotta give the player being followed a way to get rid of the spy..
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