fodev.net
15.08.2009 - 23.06.2013
"Wasteland is harsh"
Home Forum Help Login Register
  • November 17, 2024, 03:37:54 pm
  • Welcome, Guest
Please login or register.

Login with username, password and session length
Play WikiBoy BugTracker Developer's blog
Pages: [1] 2

Author Topic: A mercenary feature overhaul.  (Read 3488 times)

Michaelh139

  • Goin for 900,000...
  • Offline
A mercenary feature overhaul.
« on: September 11, 2010, 05:45:45 am »

OK, mercenaries are pretty good (well pre-wipe they were, atm the follower AI is pretty damn buggy) so I figured it was time to solve the price fluctuation and very...  very unflavored choices...  This might also promote more leader builds of wich are either all non-combat 9+charisma ad 300% outdoorsman or the EXTREME and by this I am being very serious, The EXTREMEfew pvp/pve combat characters actually used regularly or any at all. (or in my case as my main character)

Yes we have slavers... but they're slavers, not pvpers, not really big time pvers either, all slaves are pretty weak except crazies and Scavengers.  ::)

Anyways on with the suggestion:

Idea:  Give each town special type and quality mercenaries. (The ones who have recruiters of course)

Result:
# 1. With these new mercs pvp leaders will be more flavored tactical depending on types, strength and weaknesses etc.
# 2. A better reason to be a leader build. (With no more price fluctuation from town to town the prices should in general stay regularly stable so small gun mercs won't go up to 6k and/or melee to 20k...
# 3. With the prices being so high right now for mercs, using any of them for pvp is simply not worth it, I for one prefer slaves since i can die in an encounter so easily due to the build and lose mercs and even if the mercs do win I lose them and everything in enc *poof just like that*.  Your prolly thinking, well hey, its like that for everyone.  yeah... its normal to lose not only 10-30k caps worth of gear for yourself, but also about 20-30k of mercs and another 20-30k for their equipment regularly... making leader build's risk/reward EXTREMELY inbalanced.

Towns new mercenary choices:

New Reno
New Reno's merc recruiter is in the main entrance area, opposite the Desperados casino. He will sell you human mercs (HtH, small guns, big guns, energy guns...). Those same mercs are also sold in NCR and Redding.

Hand to Hand / Melee :
~800 caps : Punk woman with green Mohawk, wearing a leather jacket, holding a Combat Knife. 95 hp
~900 caps : Black person, wearing a metal armor and holding a sledgehammer. HE CAN'T RUN. 90 hp.
Small Guns :
3200 caps : Long-haired raider (Ian's skin)with a leather jacket, holding a 14mm pistol. 100 hp.
4000 caps: Mordino man with the special skin... you know the 3D versioned one.
4500 caps: Bouncer skinned, can use 2-handed smallguns only, decent s.g. skill and health but he's not very smart so lvling him up doesnt do much.
Big Guns: (none available)
Energy Guns :
(None available)

Redding
Redding's merc recruiter sells mostly Miners tired of working and looking for adventure, they are jet addicts so its good to give em sum pump and they'll really wale on the bastards you point at.  He is located opposite the Malamute Saloon (in main street).
Hand to Hand / Melee :
1000 caps : Redding Miner:  Average Miner skin, holding a Sledgehammer. 150 HP. (give him jet he will take one before every fight if not already taken)
3000 caps : Man wearing Metal armor, holding a sledgehammer. 150 HP, non-addict.
Small Guns :
GunSlinger(2000 caps): Man wearing leather jacket and holding a speed load .44. 120 HP.  (he is gunslinger so he has one hander and fast shot traits? or will he be major crippler? :))
Big Guns :
1000 caps : Man wearing leather jacket and holding a Flamer. 130 HP.
Energy Guns :
(not available)

New California Republic  (NCR will have a lil bit of everything as it is main town)
She is located in a white building, before the main city gate. Some veterans in the NCR army and Patrols aren't done yet but their Republic thinks they're not up to real fighting anymore so they suggested putting them to the brahmin pens, some simply refused and went into the mercenary business.  (NCR also profits from the Mercenary business as they sometimes employ their Soldiers in the business for a extra cap)


Hand to Hand / Melee :
800 caps : Punk woman with green hair, leather jacket and combat knife. 95 HP.
1500 caps : Man in metal armor mk2, wielding a Sledgehammer.  110 HP.
Small Guns :
2500 caps : Man wearing Leather Jacket and 14mm. 120 HP.
5000 caps : Woman wearing Metal armor and a 10mm SMG. 120 HP.
10000 caps : Man wearing CA and a Assault Rifle. 130 HP.
Big Guns :
16000 caps : Man wearing a CA and holding a Light Support Weapon . 120 hp.
12000 caps : Woman wearing a CA and holding a Flamer. 140 HP.
15000 caps : Woman wearing a leather jacket and holding a Rocket Launcher. 115 hp.
Energy Guns :
9000 caps : Man wearing a metal armor, holding a Magneto Pistol. 97 hp.
10 000 caps : Woman wearing a metal armor, and holding a Laser Rifle. 129 hp.

San Francisco
San Francisco's merc recruiter sells mostly energy weapon mercs but also has a couple Ninja mercenaries and thugs. He is located at the north of the middle place. Leaving the Shi's building, it's the second building on the right, with a small garden and a path to the door.

Hand to Hand / Melee :
800 caps : Punk woman with green Mohawk, wearing a leather jacket, holding a Combat Knife. 95 hp.
5000 caps : Man wearing Combat Leather Jacket, holding a Tanto (or wakisha whatever its called) 100 hp. (Specially scripted to use its stealth skill (250%) and try to sneak up on the target and run away after hitting the target to go in resneak)  [ I understand if this is not possible but would be pretty freakin awesome :D]
Small Guns :
2000 caps : general Chinese thug, (The chinese male skin) wielding a 10mm smg. 100 hp.
3000 caps : Chinese thug, (chinese male Skin) wielding a 14mm) 110 hp.
Big Guns :
(not available)
Energy Guns :
10000 caps : Chinese man, (with metal mk2 armor resistance but do not change skin if you can) wielding a Plasma Pistol. 130 HP.
16000 caps : Man wearing Tesla Armor, wielding a Plasma Rifle.  150 HP

All the other towns have their own unique mercenenary choices already but you should raise the price a little bit and maybe give them more skill since these "special town mercs" May outweight the slow walking races. (e.g. ghouls mutants)


Understand this is a rough description and would like help to maintain it and hopefully evolve it enuogh to make it worthwhile.
« Last Edit: September 11, 2010, 05:56:30 am by Michaelh139 »
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

Cocain

  • Your already dead
  • Offline
Re: A mercenary feature overhaul.
« Reply #1 on: September 11, 2010, 07:14:06 am »

i like the way it is but thats just me

traveling to get a specific merc is very anoying..
Logged
Aku Soku Zan

avv

  • Offline
Re: A mercenary feature overhaul.
« Reply #2 on: September 11, 2010, 10:14:01 am »

So what exactly does this provide but some flavour to the array of mercs we can buy?
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.
Re: A mercenary feature overhaul.
« Reply #3 on: September 11, 2010, 12:50:27 pm »

Part of the problem with mercs is that they're a caps investment. As big a pain in the ass as it would to be lose 10k worth of gear, it's not quite the same as losing 10,000 caps.

That and the fact recruitable NPCs aren't like they were in Fallout. They're expensive to hire and easily lost. Nor do they level up, and even if they did, once they died they'd be gone forever.

I don't think most charisma characters are running around with companions half the time.
« Last Edit: September 11, 2010, 01:07:30 pm by Badger »
Logged

Michaelh139

  • Goin for 900,000...
  • Offline
Re: A mercenary feature overhaul.
« Reply #4 on: September 11, 2010, 04:28:47 pm »

So what exactly does this provide but some flavour to the array of mercs we can buy?
Instead of just the current array:

Punk, black dude, womand, and man we have several new types and racial/town mercs.

Redding Miner (jet addict), Mordino thug, Bouncer, Man wearing Leather jacket/speed load (special traits:  Fast shot and one hander), metal armor smallguns woman, a man wearing CA, two big guns wearing CA two different gender and weapon, Ninja with wakisha, Chinese thugs, Chinese energy weapon experts.

I've made up a shitload of new followers that would add ALOT of flavor ... you just gotta read.
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.
Re: A mercenary feature overhaul.
« Reply #5 on: September 12, 2010, 03:05:08 am »

As a leader player i support this, CA armor SG merc would be amazing...hell even a metal armor one would be nice
Logged

Michaelh139

  • Goin for 900,000...
  • Offline
Re: A mercenary feature overhaul.
« Reply #6 on: September 12, 2010, 05:17:22 am »

Well besides pvp imagine the awesome roleplay we could benifit from this.

A Gas Station roleplayed as a mordino base.
Ninja squads.
Army squads. (instead of the current leather jacket retards shooting wildly with Miniguns -.-)

ETC!!!
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

avv

  • Offline
Re: A mercenary feature overhaul.
« Reply #7 on: September 12, 2010, 08:33:00 am »

Ah well, this could work alongside with upcoming npc factions. Would provide additional status to its members when you can fight alongside your own people.

Ninja squads.

\o/
Logged
Based on evidence collected from various sources by trustworthy attendees it is undisputed veritability that the land ravaged by atomic warfare which caused extreme change of the ecosystem and environmental hazards can be considered unpleasant, rugged and unforgiving.

Michaelh139

  • Goin for 900,000...
  • Offline
Re: A mercenary feature overhaul.
« Reply #8 on: September 17, 2010, 10:03:45 pm »

So I worked my ass off on this reworking for 5 replies?   :'(
Logged
Whenever I say something, imagine \"In my opinion"/ being in the front of every sentence.

Surf

  • Moderator
  • это моё.
  • Offline
Re: A mercenary feature overhaul.
« Reply #9 on: September 17, 2010, 10:22:27 pm »

That's life.
Re: A mercenary feature overhaul.
« Reply #10 on: September 19, 2010, 12:16:14 am »

I like it alot. if this thing was implemented i would definitaly try a merc leader character.
Logged
You just killed the nice deranged chick from the juice bar that i was gonna score with someday maybe!

Alvarez

  • Forget the past, go outside and have a blast
  • Offline
Re: A mercenary feature overhaul.
« Reply #11 on: September 19, 2010, 12:19:59 am »

I like it alot. if this thing was implemented i would definitaly try a merc leader character.

A Merc With A Mouth leader character?  ;D

So I worked my ass off on this reworking for 5 replies?   :'(

Yea, that's frustrating, dude.
« Last Edit: September 19, 2010, 12:22:04 am by Alvarez »
Logged
Re: A mercenary feature overhaul.
« Reply #12 on: September 19, 2010, 12:19:09 pm »

Lack of leader build players=lack of responses to those suggestions sadly  :'(
Logged

kraskish

  • Chars: Perforator & Penetrator =D
  • Offline
Re: A mercenary feature overhaul.
« Reply #13 on: October 23, 2010, 12:53:49 pm »

I like the idea very much. Also the description of mercs could be changed so you dont need to check wiki what merc it is lol
Logged
Chars: Perforator, Penetrator Leaderator
Re: A mercenary feature overhaul.
« Reply #14 on: October 24, 2010, 09:45:02 am »

Some interesting ideas but the overall prices are a bit high
Logged
Pages: [1] 2
 

Page created in 2.955 seconds with 22 queries.