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Mercenaries Returning to Home.

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kraskish:

--- Quote from: Gorlak on October 06, 2010, 07:22:49 am ---I'm kind of thinking that if there was some mercenary hired into my party, and I were to die...This random thug would much sooner grab anything he could and take off to his own objective, rather than heading to a nearby city, or abode of his recently deceased 'master'. Although, logic should not have bearing on this, as nobody really dies in the wasteland, they just taking a bloody nap and waking up somewhere in the same area.

--- End quote ---

Yep, but in case your enemies died and your own merc was still alive... were discussing that matter...

As for luck or OD roll... its stupid, why? Because no true leader will have enough luck or OD, ok maybe OD, but seriously... you pay for it

Badger:
I think this should be the difference between mercs and sexy new F2 style companions that I propose. You can buy Mercs, but they're just hired guns. You die, they leave. The alternative is to recruit Followers in bars - through some kind of technological wizardry they're always within a level or two of you.

You recruit them with a speech roll and they come with you for free. They're not as good as mercs, but they also don't cost anything. Mercs are hired guns, these guys are just travellers who know which end the bullets come out. They can't be told to guard anywhere, nor can they be told to follow anyone else. So Mercs are still preferable in a lot of cases, but Followers are intended to actually follow you around the wastes without you having to worry about how much money you lose if they die.

If you want to go further and add interesting long-term gameplay you'll also allow Followers to respawn after death and level up, so both you and your companions become more skilled as time goes on.

Shit, did I just make Speech useful?

Andr3aZ:

--- Quote from: Badger on October 06, 2010, 02:36:20 pm ---I think this should be the difference between mercs and sexy new F2 style companions that I propose. You can buy Mercs, but they're just hired guns. You die, they leave. The alternative is to recruit Followers in bars - through some kind of technological wizardry they're always within a level or two of you.

You recruit them with a speech roll and they come with you for free. They're not as good as mercs, but they also don't cost anything. Mercs are hired guns, these guys are just travellers who know which end the bullets come out. They can't be told to guard anywhere, nor can they be told to follow anyone else. So Mercs are still preferable in a lot of cases, but Followers are intended to actually follow you around the wastes without you having to worry about how much money you lose if they die.

If you want to go further and add interesting long-term gameplay you'll also allow Followers to respawn after death and level up, so both you and your companions become more skilled as time goes on.

Shit, did I just make Speech useful?

--- End quote ---


Omg this would be so cool and indeed would make speech skill usefull and also the speech perks too.
The more speech skill the tuffer or better guys you can talk into wandering with you but we shouldnt make them better fighters then mercs as you said.

LagMaster:
speach skill shoud offer you discounts and higher rewards, or some speech rolls for ceratan situations(like the leader's "come at my base"posibility)

ex: higher speech, lower prices for homesteaders adn farmers and why not for cars and merchants

Cultist:

--- Quote from: Badger on October 06, 2010, 02:36:20 pm ---I think this should be the difference between mercs and sexy new F2 style companions that I propose. You can buy Mercs, but they're just hired guns. You die, they leave. The alternative is to recruit Followers in bars - through some kind of technological wizardry they're always within a level or two of you.

You recruit them with a speech roll and they come with you for free. They're not as good as mercs, but they also don't cost anything. Mercs are hired guns, these guys are just travellers who know which end the bullets come out. They can't be told to guard anywhere, nor can they be told to follow anyone else. So Mercs are still preferable in a lot of cases, but Followers are intended to actually follow you around the wastes without you having to worry about how much money you lose if they die.

If you want to go further and add interesting long-term gameplay you'll also allow Followers to respawn after death and level up, so both you and your companions become more skilled as time goes on.

Shit, did I just make Speech useful?

--- End quote ---

I love the followers idea, its frustrating taking such a big cap loss when they die because although the prices aren't too bad they require caps which are usually in short supply. That and leader chars could finally participate in hinkley.

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