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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: Roachor on May 21, 2010, 12:02:33 am

Title: Purchasable respawn for captured slaves
Post by: Roachor on May 21, 2010, 12:02:33 am
Since lvling slaves takes a really long time and they are hard to keep alive, I'm suggesting a system where you can buy back slaves at their last xp level at one of the slave traders such as metzger/vortis for 100 caps per lvl. This would balance out the power of the mercs as they would end up being as expensive as a good weapon while allowing low level players to use it too. A naming system for slaves of Slave #1 to Slave #5 would allow players to differentiate between them without aggravating the devs with a naming suggestion and keep with the dehumanizing theme of slavery.
Title: Re: Purchasable respawn for captured slaves
Post by: KillerAnt on May 21, 2010, 12:06:31 am
I like this idea  :)
Title: Re: Purchasable respawn for captured slaves
Post by: vedaras on May 21, 2010, 12:07:02 am
i think its a good idea, since we can be replicated why slaves cant, and leveling them is a hard work. I think same should be for all lost mercs just not lost mutants :> And maybe they could be rebought in other places of course.
Title: Re: Purchasable respawn for captured slaves
Post by: Crysis on May 21, 2010, 12:07:34 am
I fully support this idea, It would be great for slaves to be able to respawn, It’s a pain when your slaves die and you have to start all the way from the beginning. +1 From me.  ;D
Title: Re: Purchasable respawn for captured slaves
Post by: DrapiChrust on May 21, 2010, 12:56:32 am
I would rather see followers NOT dissappearnig. What is worse than having a carefully trained merc/slave killed is to see him vanishing without a reason  :-[
Title: Re: Purchasable respawn for captured slaves
Post by: FischiPiSti on May 21, 2010, 01:18:51 am
Wait...They level up?
How can i keep track?
Title: Re: Purchasable respawn for captured slaves
Post by: Roachor on May 21, 2010, 02:07:00 am
Wait...They level up?
How can i keep track?

Watching their hp levels.
Title: Re: Purchasable respawn for captured slaves
Post by: Frosti on May 21, 2010, 03:27:47 am
All nice and stuff exept that caps in FOnline are so easy to get that 100 per level of merc is funny.
Title: Re: Purchasable respawn for captured slaves
Post by: Roachor on May 21, 2010, 04:08:20 am
All nice and stuff exept that caps in FOnline are so easy to get that 100 per level of merc is funny.

2100 caps x 5 every time you wipe isn't too low.
Title: Re: Purchasable respawn for captured slaves
Post by: Izual on May 21, 2010, 08:51:19 am
Unbalanced.
Title: Re: Purchasable respawn for captured slaves
Post by: mentant on May 21, 2010, 10:50:16 am
It's either this way - personalazing slaves, giving them names, respawning or this:

http://fodev.net/forum/index.php?topic=3415.0
Title: Re: Purchasable respawn for captured slaves
Post by: Roachor on May 21, 2010, 11:08:48 am
Unbalanced.

Izual don't post in my threads. Your pointless, non constructive comments are not welcome. Whoever made you a mod made a huge mistake letting such a petty troll have any amount of power. All you ever do is drop stupid one word responses and lock thread without comprehending what was written. Unbalanced? The whole goddamn game is unbalanced.
Title: Re: Purchasable respawn for captured slaves
Post by: Surf on May 21, 2010, 12:26:19 pm
Izual don't post in my threads.

You can't forbid one to post in your threads. Especially when it is a member of the team.  ::)

Quote
Your pointless, non constructive comments are not welcome.

Do you want me to quote some of your posts? Pointless, non constructive comments there too. So don't try to be a smartass.
Quote
Whoever made you a mod made a huge mistake letting such a petty troll have any amount of power. All you ever do is drop stupid one word responses and lock thread without comprehending what was written.

First warning for this.

Title: Re: Purchasable respawn for captured slaves
Post by: LagMaster on May 21, 2010, 03:49:59 pm
i must aagree whit Iz,is not balanced,i mean a lost slave is a lost slave,don't have to cry for it
put to personilize slaves is a good ideea,lite a new dialog function:" i whant to change your name" and the response shoud be :"what is my new name,Master?" and use say or the line:"nevermind,your name is ok",and base name:Slave,thiss youd be easy to sell them by name,not by gender
Title: Re: Purchasable respawn for captured slaves
Post by: vedaras on May 21, 2010, 04:45:27 pm
Unbalanced.

unbalanced is thing that you level up slaves for 8 days, and they are still shitty fighters and you lose one of them or all of them :/ Such hard work! Ba can be recrafted, guns too, slave is gone forever and it needed much more care and effort of you then getting those shiny items mentioned before.
Title: Re: Purchasable respawn for captured slaves
Post by: Midnight on May 21, 2010, 04:58:31 pm
Maybe Izual say it's unbalanced cause on the (very) long run you would end up with 5 lv 21 salves strongers than mercs.

So yeah slaves are too weak and quite long to lv, loosing them is a pain, but having them never die like it's case for players would be another pain, we allready have troubles with bombing and other ridiculous stuff, non killable slaves would be an easy way to agrave thoses things :/

I fear you pay here the lack of responsability of 90% of players exploiting even the smallest unbalanced mechanic.
Title: Re: Purchasable respawn for captured slaves
Post by: vedaras on May 21, 2010, 05:06:04 pm
Maybe Izual say it's unbalanced cause on the (very) long run you would end up with 5 lv 21 salves strongers than mercs.

So yeah slaves are too weak and quite long to lv, loosing them is a pain, but having them never die like it's case for players would be another pain, we allready have troubles with bombing and other ridiculous stuff, non killable slaves would be an easy way to agrave thoses things :/

I fear you pay here the lack of responsability of 90% of players exploiting even the smallest unbalanced mechanic.

try to level up them to lvl 21 then we will talk :> its damn long job and damn borring job, and even while being level 21 slaves arent really strong, mostly because of low armor. (and female trappers which have metal armor can only have knives and spears...)stronger then mercs you say...
Title: Re: Purchasable respawn for captured slaves
Post by: Crazy on May 21, 2010, 05:12:31 pm
(and female trappers which have metal armor can only have knives and spears...)stronger then mercs you say...
Give them grenades or ripper!
Title: Re: Purchasable respawn for captured slaves
Post by: LagMaster on May 21, 2010, 05:36:06 pm
or super sledges
Title: Re: Purchasable respawn for captured slaves
Post by: vedaras on May 21, 2010, 05:39:24 pm
Give them grenades or ripper!

im not saying they are completely useless. But i myself now level female trappers, so now its 9th day 1 slave is level 21, 3 slaves are level 15 and 1 slave is like level 9 (she died on level 12 to fuckin robbers so i brought new) so till others slaves  will be level 21 who knows maybe something like week will pass so it will be total of 16 days. So now you level your slave for 16 days just to lose them in 1 minute in one harder battle?  And that leveling isnt easy, you need to level them where other players do not go and where critters are weak enough so your slaves could defeat them. Also i should mention that trappers have 54 starting hp, so they are easy frag to almost everyone at beginning no matter their metal armor. Its damn boring job, and something like roachors suggestion could make things like they should be. Hard work rebuys ^^
Title: Re: Purchasable respawn for captured slaves
Post by: Izual on May 21, 2010, 05:46:24 pm
Roachor : Who made the pointless post here ? Not me ;p Now, ignore my posts if you don't like them. Read Surf Solar post.

Quote
All you ever do is drop stupid one word responses and lock thread without comprehending what was written.
I didn't lock it, and also, check this link (http://fodev.net/forum/index.php?action=profile;u=7;sa=showPosts;start=0).

Vedaras : As people said, it is unbalanced, but not because of the idea itself - you can balance it easily with the caps fee to respawn a slave - but because of its consequences. You know that alting somehow breaks every feature in the game, and it's also true for this one. It is also wrong because of broken economy, since nowadays everyone have enough caps to buy anything (approximately anything =) ).
The thing I don't like here is the fact that if you have enough time (it's all about time) to level a slave up to level 21 or to any level that makes him efficient in battles, you can buy him again an infinite number of time. That's also another thing that makes death a common thing in the game. There should be drawbacks in game, for example, price is +X% caps each time your slave dies, and also that your slaves loses X% xp (high, up to two-three levels on level 21). If there was one of these drawbacks, it would be a good thing to implement it.
Also, it should apply to slaves, not mercs (Wasteland is full of guys that just wait to be hired, and mercs are already expensive and quite efficient).
Title: Re: Purchasable respawn for captured slaves
Post by: vedaras on May 21, 2010, 05:50:36 pm
Roachor : Who made the pointless post here ? Not me ;p Now, ignore my posts if you don't like them. Read Surf Solar post.

Vedaras : As people said, it is unbalanced, but not because of the idea itself - you can balance it easily with the caps fee to respawn a slave - but because of its consequences. You know that alting somehow breaks every feature in the game, and it's also true for this one. It is also wrong because of broken economy, since nowadays everyone have enough caps to buy anything (approximately anything =) ).
The thing I don't like here is the fact that if you have enough time (it's all about time) to level a slave up to level 21 or to any level that makes him efficient in battles, you can buy him again an infinite number of time. That's also another thing that makes death a common thing in the game. There should be drawbacks in game, for example, price is +X% caps each time your slave dies, and also that your slaves loses X% xp (high, up to two-three levels on level 21). If there was one of these drawbacks, it would be a good thing to implement it.
Also, it should apply to slaves, not mercs (Wasteland is full of guys that just wait to be hired, and mercs are already expensive and quite efficient).

Well as i wrote below leveling slaves takes like 16 days to level 21, you can level up player to 21 in 1-2 days. So dying your self with good equipment means nothing compared to losing slave. But I see progressive rebuy cost a good idea actually like i think it should be added if the idea will see the daylight of fonline :>
Title: Re: Purchasable respawn for captured slaves
Post by: Roachor on May 21, 2010, 06:33:01 pm
Roachor : Who made the pointless post here ? Not me ;p Now, ignore my posts if you don't like them. Read Surf Solar post.
I didn't lock it, and also, check this link (http://fodev.net/forum/index.php?action=profile;u=7;sa=showPosts;start=0).

Vedaras : As people said, it is unbalanced, but not because of the idea itself - you can balance it easily with the caps fee to respawn a slave - but because of its consequences. You know that alting somehow breaks every feature in the game, and it's also true for this one. It is also wrong because of broken economy, since nowadays everyone have enough caps to buy anything (approximately anything =) ).
The thing I don't like here is the fact that if you have enough time (it's all about time) to level a slave up to level 21 or to any level that makes him efficient in battles, you can buy him again an infinite number of time. That's also another thing that makes death a common thing in the game. There should be drawbacks in game, for example, price is +X% caps each time your slave dies, and also that your slaves loses X% xp (high, up to two-three levels on level 21). If there was one of these drawbacks, it would be a good thing to implement it.
Also, it should apply to slaves, not mercs (Wasteland is full of guys that just wait to be hired, and mercs are already expensive and quite efficient).

Slaves at 21 are still a hell of a lot shittier than super mutant mercs with energy weapons, the best armoured slaves can use at most rippers when mutants have high resist, tons of health and long range end game weapons. Not everyone has access to faction resources and 11k caps every time you die is a pain because you have to go find those caps in trader inventories which get used up pretty fast. Not to mention replacing the rippers at 1500 each. This is a suggestion of course so its open to changes like adding more drawbacks, my point is every kind of build doesn't lose anything but items when they die but slavers lose days of invested slave leveling. It takes a long time for slaves to last more than one gunshot and once you've spent 3 days leveling them you don't want to risk losing it all in a few seconds. Its hard enough being cha based because you're useless in combat with anything higher than low-mid level pve due to the stat point distribution and you don't get much xp because you compete with the slaves for it. I got to lvl 16 on a unarmed build in less time than it took me to reach lvl 9 with my slaver.