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Other => Closed Beta => FOnline:2238 Forum => Archives => Winter 2011/2012 => Topic started by: greece crisis on December 25, 2011, 07:56:40 pm

Title: Followers points
Post by: greece crisis on December 25, 2011, 07:56:40 pm
Well it isnt bug but i would like to know basic rules of number followers points:
1 charisma - XXX points ?
100% speach - XXX points ?
magnetic personality - + 50 points
good natured - XXX points ?
Title: Re: Followers points
Post by: Ghosthack on December 26, 2011, 12:02:35 pm
1 CH - 10 points
3% speech - 1 point
Good natured - 50 points

Maximum is 300 (10 CH, 300% speech, good natured and magnetic personality).
Title: Re: Followers points
Post by: avv on December 26, 2011, 01:16:55 pm
1 CH - 10 points
3% speech - 1 point
Good natured - 50 points

Maximum is 300 (10 CH, 300% speech, good natured and magnetic personality).

Thanks!
Title: Re: Followers points
Post by: Michaelh139 on December 27, 2011, 10:03:03 am
So how much does a human, dog, slave, and mutant cost in points?

(and any other followers)
Title: Re: Followers points
Post by: Ghosthack on December 27, 2011, 11:42:01 am
Mutant - 90
Companion - 70
BG Merc - 70
SG Merc - 60
Ghoul Merc - 50
Melee Merc - 50
Dog - 40

Brahmins are limited to 1+number_of_dogs/2
Slaves are limited to 2+num_mercs+num_companions

Brahmin/slaves don't use any PP.

These numbers will most likely be changed in future patch.
Title: Re: Followers points
Post by: avv on December 27, 2011, 12:19:02 pm
Energy merc must be 60 aswell, since you can have five with max points.
Title: Re: Followers points
Post by: Rascal_ on December 27, 2011, 03:43:12 pm
I dont get u devs....
So u can still make powerfull "proxy mercleaders" carrying 3 mutants/ 4bg mercs/ 5 plasma rifle mercs.....
One of the biggest PvP ruining factor - mercs still the same after wipe.... n/c
why dont u listen to the community ?

If u want to give some cool, feature for "madmaxwannabies" u should just allow to obtain ONE npc-follower (companions like in single Fallout like Ian or Cassidy 4 example) via quest (and that quest should require CHA to prevent every single PvP Ape carriyng 1 mercs with his side on battle).   
By keeping the mercs u propose - there still gona be MERCS bazooka gridcamping/ gridartillery,   Insta-death Cheatlike real time mercstraps on wasteland encounters......  so the biggest downsides of the game that was criticise by zilion players as obvious evil gona be kept as they are.... just cant get ur way of thinking...

just please give me ur arguments for not making this game NORMAL
its just common sense why ur blind ?


(http://pl.memgenerator.pl/mem-image/devz-y-u-no-listen-pl-ffffff)
Title: Re: Followers points
Post by: Saumax on December 27, 2011, 03:50:21 pm
Quote
Companion - 70
so a char with 10 charisma will be able to take only 1 dude? (only basing on charisma)

bad devs! bad!
Title: Re: Followers points
Post by: Wichura on December 27, 2011, 03:52:22 pm
Brahmins are limited to 1+number_of_dogs/2
Slaves are limited to 2+num_mercs+num_companions

Brahmin/slaves don't use any PP.
So if I understood correctly, any char can have two slaves or one brahmin, no matter what CH he/she has?
Title: Re: Followers points
Post by: jan0s1k on December 27, 2011, 03:53:57 pm
Mutant - 90
Companion - 70
BG Merc - 70
SG Merc - 60
Ghoul Merc - 50
Melee Merc - 50
Dog - 40

Yahoo, buy Melee Merc → give him bazooka → have fun on grid with big number of mercs (yes, I can buy melee instead of bg merc, does it matter?) :>

By the way, still npc is considered as 2 slots on world map, or only PP are important?
Title: Re: Followers points
Post by: avv on December 27, 2011, 04:02:32 pm
I'll agree with Rascal. Mercs were hated by most who participated in pvp. There's basically nothing to justify them to exist. Saying "they can be used for those who have less players" is not valid because they can also be used by those who have more. First swarm, then merc swarm.

Even though mercs got some nerfs, it still wouldn't hurt the gameplay at all not to have them. At least not the energy, bg and mutants. Slaves, dogs, brahmins and some single shot guys aren't a big deal.

Imagine the problem with mercs like this: with avenger, drugs and BA you've got a Hammer worth of let's say 25k caps. If you have 4 bg mercs, you have a hammer worth of 100k caps. If the player wanted to use those caps on common gear, he would get 4 hammers but he can't use them at the same time. But with mercs the player can just get a massive hammer and land it on enemy's head at once.
Title: Re: Followers points
Post by: Ghosthack on December 27, 2011, 04:10:42 pm
Yahoo, buy Melee Merc → give him bazooka → have fun on grid with big number of mercs (yes, I can buy melee instead of bg merc, does it matter?) :>
Melee merc has low % in all weapon skills but melee/unarmed.

By the way, still npc is considered as 2 slots on world map, or only PP are important?
The amount of NPCs in your party, is globally governed by PP.

So if I understood correctly, any char can have two slaves or one brahmin, no matter what CH he/she has?
Yes.
Title: Re: Followers points
Post by: Sarakin on December 27, 2011, 04:27:29 pm
Dont forget that mercs will still cost a lot of money plus you wont be able to leave map with them if they are in combat.
But yeah, mercs didnt bring anything good to the gameplay.
Title: Re: Followers points
Post by: greece crisis on December 27, 2011, 06:24:17 pm
OMG...mercs are bad...BG are bad...i am poor NCR crafter or noob and i am scrared of mercs...devs remove them because i am to poor to buy them...<---just listen to yourself. stop crying make good power build, take some friends and kill them all. mercs will be extremly expensive after wipe. stop usig agrue about mercs swarm and other crying post.
Title: Re: Followers points
Post by: Solar on December 27, 2011, 11:39:23 pm
Quote
  you wont be able to leave map with them if they are in combat.

This is the reason they were stupid before. It also takes a lot more effort to get someone capable of having multiple powerful mercs. As Saumax has spotted, low level chars just loaded with Cha won't be walking round with huge teams.
Title: Re: Followers points
Post by: Surf on December 27, 2011, 11:50:30 pm
As Saumax has spotted, low level chars just loaded with Cha won't be walking round with huge teams.

Seeing how fast many players grind their way up to level 21, this would only be a minor obstacle and won't really work as intended I fear.
Title: Re: Followers points
Post by: Chrupek on December 27, 2011, 11:59:15 pm
So the main difference is: the powerful will be even more powerful.

Casual plyer, who want to simply play for fun, will suck even harder after wipe. Its just sad that u cant get, that caps argument isnt good one. Since when fonline is tycoon?! So f.... what that u have to pay for mercs?! No matter for swarmers, they can hadle it. But it simply removes balance from desert, to elite big gangs.

Is that ok that, one player can make an ambush for 8 players? For now, its not a problem, just bring your second proxy merc leader and start banging everyone. After changes it would still be possible, and considerning first murphy fonline law

even best anit-abuse weird, complicated, solar-approved, game mechanics, gonna be raped hard by pvp apes


That new mercs idea definately isnt best anti-abuse. Its so far beyond balance issue... but honestly, what can i expect? Thats exactly what you are doing since first day of universe: collecting players advices, and trash them in closed suggestions. i can tell u now: the more devs 'mhmmm whatever' attitude, the less players on server.
Yes Lexxx, i know, u dont give a candy, about that, but still, just look at the stats. Server is dying. end.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 12:03:27 am
Well, look at the effort required to get 3 Mutant Mercs, compared to the ease of just registering and getting 4 before.

270 points required.

100 points for Mag Personality & Good Natured, 100 for 10 Cha and 70 points needed from speech is 210%.

Those are sacrifices that mean that guy is not really going to be a combat monster, but is going to require a decent investment of time.

Not sure if we will get the xp equation in before wiping, but it'll come eventually and make levelling less about finding sweet encounters to level on and (hopefully) more about getting rewarded in accordance with how tough the critters you take on are.

Then, they won't be able to magic the mercs away either, so the trick costs a lot of money when it goes wrong.


I do hope mercs have a use, my guess would be maxing out and using them like they were in the past would be pointless. Better to spread them out between lots of players. Still looking forward to seeing a melee swarm though :D
Title: Re: Followers points
Post by: Solar on December 28, 2011, 12:09:45 am
So the main difference is: the powerful will be even more powerful.

Casual plyer, who want to simply play for fun, will suck even harder after wipe. Its just sad that u cant get, that caps argument isnt good one. Since when fonline is tycoon?! So f.... what that u have to pay for mercs?! No matter for swarmers, they can hadle it. But it simply removes balance from desert, to elite big gangs.

Is that ok that, one player can make an ambush for 8 players? For now, its not a problem, just bring your second proxy merc leader and start banging everyone. After changes it would still be possible, and considerning first murphy fonline law

even best anit-abuse weird, complicated, solar-approved, game mechanics, gonna be raped hard by pvp apes


That new mercs idea definately isnt best anti-abuse. Its so far beyond balance issue... but honestly, what can i expect? Thats exactly what you are doing since first day of universe: collecting players advices, and trash them in closed suggestions. i can tell u now: the more devs 'mhmmm whatever' attitude, the less players on server.
Yes Lexxx, i know, u dont give a candy, about that, but still, just look at the stats. Server is dying. end.

First, if this were a thread for feedback then trolling it would be counter productive.
Second, actually try it before moaning.
Third, saying someone can cheat a feature is more a problem with not enforcing cheating.

*Interaction with players, de-motivation kicking in*

Ah yes, I remember why I stopped bothering to read here now.
Title: Re: Followers points
Post by: Michaelh139 on December 28, 2011, 12:12:22 am
Still looking forward to seeing a melee swarm though :D
I can do that ;)



By the way, are there any general specific stats you can give for each follower type as well?
Title: Re: Followers points
Post by: Slaver Snipe on December 28, 2011, 01:41:16 am
I don't understand why people are complaining.
It's going to take quite awhile to level up a merc leader who can actually lead a large amount of mercs since speech wont help in combat=Better than this wipe
Mercs won't be able to leave the area if their combat timer is on which makes arty strikes more of a risk=Better than this wipe
Mercs requiring pay=Better than this wipe
Mutant/BG arty strike will have fewer in it=Better than this wipe
Most TCers seem to believe merc swarm/artillery strike is retarded=That should work itself out with those massing them being swarmed by other factions or just not finding anyone to fight because people don't want to fight against it.

So, is anything going backwards at all? What would make any of these changes worse than the current session?  I don't see anything here except moving forward with a better merc/slave system.
Title: Re: Followers points
Post by: Rascal_ on December 28, 2011, 01:56:17 am
still no1 reffered to cheat-like insta-death real time merc traps on desert.
u enter and ur dead faster that any real person could even react. its just gridcamping with mercs u cand do anything against well organised trap like that ur just dead.
its ruining turnbase PvP on wasteland... and also is designed to instakill harmless madmaxwannabies roaming around wasteland...

solar u didnt answer again about  - what is the purpose of mercs ? u wrote:
Quote
I do hope mercs have a use
what use ? explain me? whats the point ? u need to understand that PvP players dont want PvE factor in PvP its just ruining the game...

and again about that merc leaders gona be weak -> "sacryifices", mercs gona be expensive, etc this is absolutely not an argument, u need to understand that players always gona use every advantage no matter the costs
there is absolutely NO problem with having 24lvl totally worthless in-combat char but carrying mercs on his back, big gangs are always full of money.... its just how this game works...
Title: Re: Followers points
Post by: aForcefulThrust on December 28, 2011, 03:00:49 am
I'm glad mercs aren't going anywhere.. I think they make wasteland allot more diverse with more character options, and fun!

I think this is a really good merc system I can't wait to try out a new slaver build!
Title: Re: Followers points
Post by: Slaver Snipe on December 28, 2011, 06:14:53 am
Now all we need is slave pens so there can be a decent stock of slaves to sell without making alts  ;D
Title: Re: Followers points
Post by: aForcefulThrust on December 28, 2011, 06:21:36 am
Will the + 2 ch from mentants give +20 points while in effect?
Title: Re: Followers points
Post by: Wichura on December 28, 2011, 07:15:34 am
Casual plyer, who want to simply play for fun, will suck even harder after wipe. Its just sad that u cant get, that caps argument isnt good one. Since when fonline is tycoon?! So f.... what that u have to pay for mercs?! No matter for swarmers, they can hadle it. But it simply removes balance from desert, to elite big gangs.
Uh, hello, this is a MMO game. No-lifers >>> casuals, as always.
And big, well organized and powerful gangs are powerful and organized, because they are powerful and organized. It sounds like "Yo dawg!" meme's quote, but it's true - loner, solo, Mad Max Wannabe always will be gang-banged by apes swarm.

even best anit-abuse weird, complicated, solar-approved, game mechanics, gonna be raped hard by pvp apes
Nerf apes.
Or delete all weapons and PvP features, some newbie could actually be killed by them. Oh - PK PK abuse cheaters ZOMFG!!111

Yes Lexxx, i know, u dont give a candy, about that, but still, just look at the stats. Server is dying. end.
I wouldn't bother Lexx with "dying server" argument, unless you want to make him laugh a lot.

Still looking forward to seeing a melee swarm though :D
One of my mates, Avoral, used to wander around with 5 Supersledge bitches. I don't have any fancy screenshots, but amount of hides he was giving me from his hunting, well, I counted in hundreds.
Title: Re: Followers points
Post by: T-888 on December 28, 2011, 07:23:58 am
This is the reason they were stupid before. It also takes a lot more effort to get someone capable of having multiple powerful mercs. As Saumax has spotted, low level chars just loaded with Cha won't be walking round with huge teams.

So someone will just grind and grind moar. Rascal nailed every point possible , y no listen. :)

100 points for Mag Personality & Good Natured, 100 for 10 Cha and 70 points needed from speech is 210%.

Hmmm , 210% speech ? Depending on what level magnetic personality is available , if early then level 9 or 10 and low level merc leader char is ready.

Those are sacrifices that mean that guy is not really going to be a combat monster, but is going to require a decent investment of time.

The most important is to make a character able to deploy merceneries , players are using it as an airstrike via dual-logs. That's the real problem , no matter how hard it will be to grind up a 1 str , 1 end merc leader character there are players like me who will just fuck it hard. Weapon handling first perk , then use psycho , buffout and it is possible to use flamer with sufficient amount of carry weight to carry flamer fuel and everything else needed to grind up , oh yeah and at least 4 agility to shoot once from flamer.

Now little kids from various factions will read this and use this , but anyway i hope you understand what needs to be done , if not well community can tell you.
Title: Re: Followers points
Post by: Chrupek on December 28, 2011, 11:00:03 am
I dont bother your answer Solar. U proved many times, that you cant accept different point of view... especially when your one sucks.
Oh and i tried this CBT feature... good luck:] Its evolving to singe player game, good work!

I don't understand why people are complaining.
Yep.
It's going to take quite awhile to level up a merc leader who can actually lead a large amount of mercs since speech wont help in combat=Better than this wipe
Nope. Its even worse, because well organised apes, gonna do that anyway. Regular player, need to grind harder.
Mercs won't be able to leave the area if their combat timer is on which makes arty strikes more of a risk=Better than this wipe
And what about that? Grid campers, just stick to the grid, no need to leave area.
Mercs requiring pay=Better than this wipe
Another problem for regular players. Caps argument makes me laugh:) Expensive mercs means, they gonna camp, because lossing them, would be loss of xxxxx caps.
Mutant/BG arty strike will have fewer in it=Better than this wipe
Yep, thats the only one thing which seems to be better... however, muties seems much more powerful this session.
Most TCers seem to believe merc swarm/artillery strike is retarded=That should work itself out with those massing them being swarmed by other factions or just not finding anyone to fight because people don't want to fight against it.

So, is anything going backwards at all? What would make any of these changes worse than the current session?  I don't see anything here except moving forward with a better merc/slave system.

Its not better. Its more organised and, needs more work to maintain. Thats a problem only for weak already.

I was wondering, if would be ever possible to travel 1 char (a good build) and feel comftable. for now, u can easily get into a trap of 1 guy, with shitload of npcs there and die in seconds. Yeah, you can cheat too, and travel 2 chars, but as Rascal said: there is special (im deeply believe that Solar is now proud of himself) trap when u die, before u spawn. With new system, this will still be possible.

If you need bg support, just move your ass and find some friend, make ambushes together! But no, u just need caps...
Title: Re: Followers points
Post by: avv on December 28, 2011, 12:41:55 pm
First, if this were a thread for feedback then trolling it would be counter productive.
Second, actually try it before moaning.
Third, saying someone can cheat a feature is more a problem with not enforcing cheating.

*Interaction with players, de-motivation kicking in*

Ah yes, I remember why I stopped bothering to read here now.

Admittedly his feedback wasn't the most gentlemannish, but he has points.

Chrupek comes from a gang that did use mercs and did saw what they did to the gameplay.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 12:50:37 pm
Quote
still no1 reffered to cheat-like insta-death real time merc traps on desert.

You should be unable to leave them on any map other than a base/tent/house, so while they can still do it, they will at least need to be online to do it. Not sure if thats implemented at the moment, though it may be.

Quote
mercs gona be expensive, etc this is absolutely not an argument, u need to understand that players always gona use every advantage no matter the costs

The more something costs, the fewer times you are going to be able to afford losing things over and over again.

If it cost $10,000 to suicide with 4 mutants off a level 1 char, then you reduce the problem if it costs $100,000 each time, there is a max of 3 of them and it requires a level 10+ char to do it.

I could easily make caps so rare that you would be unable to afford mercs, so the argument that big gangs will always be able to afford them isn't true.

Quote
So someone will just grind and grind moar. Rascal nailed every point possible , y no listen.

I have no problem with them being able to jump onto the map and use Mutants.

I had a problem with
1) Being able to do that with new chars
2) Being able to jump away, so there was almost no risk
3) The max potential group being too powerful (for Mutants)

Those things are fixed.

If someone really wants to grind away for hours to be able to afford to jump in with 3 mutants, which are actually risked because they can't jump away, then fine.

Given that none of you has played the system, or tried how the economy will work, then I don't think its really the time to change anything. Try it, feedback, then valid concerns will be amended.

Quote
if early then level 9 or 10 and low level merc leader char is ready.

Sure, but level 9 or 10 is a bigger investment than level 1. If they are banned which is more annoying to lose? :)

Quote
The most important is to make a character able to deploy merceneries , players are using it as an airstrike via dual-logs

Outside of the dual log being the real problem. I think we should be putting in a delay for the mercs reaction time, so they don't work like an airstrike so much.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 12:53:16 pm
Quote
Admittedly his feedback wasn't the most gentlemannish, but he has points.

Chrupek comes from a gang that did use mercs and did saw what they did to the gameplay.

And yet those points have been lost because he's been an arse. There's a lesson there kids.
Title: Re: Followers points
Post by: Johnnybravo on December 28, 2011, 01:46:36 pm
So if you can grind much to get some kind of huge advantage...
Why can't you then buy cool stuff as well?
Let's say there is no problem of huge reward for unhealthy grind, fine it's dev decision. But then why reward only single playstyle?
Imagine you don't like NPCs (which pretty amount of players do), but you grind a lot, so you would like to buy for example rare gun or armor? (with similar limitations like not being recoverable or repairable)
Good, but you are then completely at mercy of player driven market, and even so, you are not at all getting what mercs give, even if you spend as much.
Title: Re: Followers points
Post by: avv on December 28, 2011, 01:51:50 pm
Quote from: Solar
If it cost $10,000 to suicide with 4 mutants off a level 1 char, then you reduce the problem if it costs $100,000 each time, there is a max of 3 of them and it requires a level 10+ char to do it.

But the point here is that once one gang starts doing it, other must do too or they will suffer a defeat. It's an arms race where the best grinder wins. Kind of a deal where a group of dedicated players are ready to go to incredible lengths to win and ruin the whole game for others in process.

However if the new economy is supposed to be somehow unforgiving, we'll see. Best grinder still wins.

By the way what's with mercs not giving any loot? It means that those who kill the mercs do not get any reward, like they normally would in terms of winner's loot. If it's to prevent players from taking merc's weapons and then dumping the mercs, you can still avoid that by buying the guns with some utter crap that's easy to get, like fnfals from Khans. Or stealing.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 02:09:01 pm
So if you can grind much to get some kind of huge advantage...
Why can't you then buy cool stuff as well?
Let's say there is no problem of huge reward for unhealthy grind, fine it's dev decision. But then why reward only single playstyle?
Imagine you don't like NPCs (which pretty amount of players do), but you grind a lot, so you would like to buy for example rare gun or armor? (with similar limitations like not being recoverable or repairable)
Good, but you are then completely at mercy of player driven market, and even so, you are not at all getting what mercs give, even if you spend as much.

You can, Avengers, Gatlings, BCA, CA II, etc are buy able but not craftable. They're pretty nice.

Quote
But the point here is that once one gang starts doing it, other must do too or they will suffer a defeat. It's an arms race where the best grinder wins. Kind of a deal where a group of dedicated players are ready to go to incredible lengths to win and ruin the whole game for others in process.

However if the new economy is supposed to be somehow unforgiving, we'll see. Best grinder still wins.

That is to suppose 3 Mutants are undefeatable. I'm not sure what the stats are at moment, I've been wanting to give all NPCs stats a good going over for a while though.

The economy should be harsh enough that repeatedly risking expensive mercs won't be something you can do forever.
Title: Re: Followers points
Post by: avv on December 28, 2011, 02:29:21 pm
That is to suppose 3 Mutants are undefeatable. I'm not sure what the stats are at moment.

They are what I previously described as a bigger hammer to whack his enemies. While normal pvp char can equip for example max 25k worth of equipment, call it 25k Hammer, a mercleader can equip 100k Hammer. Normal pvp char can't get hammer of that magnitude, because 100k is just 4 25k hammers which he can't use at once.

But while we're at it may I ask what's the deal with build's relation to merc hps. The thing is, you have to gimp your char beyond playability to get good hp mercs. So if you're for example a slaver, you can't get good hp mercs, better not buy them at all. It'd fit the gameplay nicely if a slaver could buy decent mercs when he can afford them and uses slaves otherwise. Extends the playability of one char. But it's just not worth it due to low hp, best get the alt. 
If it's to prevent mercleaders from being imba fighters, it's out of the question because a slaver-level char isn't particularly fierce fighter. It's okay and playable though, unlike pure merc leader build.
Title: Re: Followers points
Post by: JovankaB on December 28, 2011, 02:32:50 pm
That is to suppose 3 Mutants are undefeatable.

They never were (http://img846.imageshack.us/img846/8493/screen21032011003411.jpg), even 5x 600 HP mutants that took ages to level up.

The problem with bombing people near grid with rocket mercs is not a problem with mercs, it's a problem with auto-attack options and  0 second reaction time.

Remove "attack everyone" and "attack everyone except my friends" AI options and they will be ok.
That's what gang alts use to bomb people from grid.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 02:36:56 pm
I've no idea how the mercs stats are derived at the moment. I'd like them to be just given a range for each stat and then randomly roll them up when bought.

Quote
They never were, even 5x 600 HP mutatnts that took ages to level up.


The problem with bombing people near grid with rocket mercs is not a problem with mercs, it's a problem with auto-attack options and  0 second reaction time.

Remove "attack everyone" and "attack everyone except my friends" AI options and they will be ok.
That's what gang alts use to bomb people from grid.

Yes, that was my feeling (as well as the disappearing with owner)
Title: Re: Followers points
Post by: Wichura on December 28, 2011, 02:37:56 pm
Remove "attack everyone" and "attack everyone except my friends" AI options and they will be ok.
There is also "attack everyone who isn't member of my faction". I used that for security purposes in hideouts, but I bet it works elsewhere too.
Title: Re: Followers points
Post by: JovankaB on December 28, 2011, 02:43:43 pm
There is also "attack everyone who isn't member of my faction". I used that for security purposes in hideouts, but I bet it works elsewhere too.

There could be a dialog option "guard this place, kill any strangers", visible in dialog only if you are inside your private location (base/tent/mine...).

strangers would be:
- everyone except gang members/friends in base
- everyone except tent owner and people you share it with for tent
- etc

Also "kill all hostile NPCs" could be useful in encouters, besides these 2 the AI options do more bad than good.
Title: Re: Followers points
Post by: Wichura on December 28, 2011, 02:49:02 pm
Sounds reasonable enough.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 02:50:05 pm
Would stop the need to delay their reactions too, might be the easier answer
Title: Re: Followers points
Post by: Chrupek on December 28, 2011, 04:40:58 pm
And yet those points have been lost because he's been an arse. There's a lesson there kids.

Haha loool... but still, its one of your best arguments;)
you can always say someones complaining about game 'youre an arse, i dont talk with you'.
and people stop complaining! And keep playing. Thats how it works:) remember, close your eyes and keep pushing - youre always right:)

" hmm fonline is really crappy now... i should quit... but its because chrupek wasnt polite... ok im gonna play few next wipes. Maybe, someday, chrupeks gonna leave forum, and Solar would be happy enough to cooperate with players... worth a try. "
Title: Re: Followers points
Post by: Solar on December 28, 2011, 04:46:29 pm
The echoing footsteps of a ban approaching. Delightful.
Title: Re: Followers points
Post by: avv on December 28, 2011, 05:18:40 pm
I've no idea how the mercs stats are derived at the moment. I'd like them to be just given a range for each stat and then randomly roll them up when bought.

I think the stats are constant, but hitpoints vary alot. If you buy mercs with a char who has END, luck and cha1, you get totally ass mercs. If you max those 3 stats, you get the highest hp mercs possible and those are the kind of mercs people are after.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 05:24:58 pm
I'm sure we can sort the stats range before / soon after the wipe.
Title: Re: Followers points
Post by: avv on December 28, 2011, 05:59:46 pm
I'm sure we can sort the stats range before / soon after the wipe.

Best option would be to have mercs with constant hp despite the character's stats. This would allow the making of flexible merc leader builds that are actually playable in other areas than just merc leading.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 08:03:40 pm
Yes, I don't see why char stats should influence the mercs
Title: Re: Followers points
Post by: Rascal_ on December 28, 2011, 08:17:15 pm
Quote
You should be unable to leave them on any map other than a base/tent/house, so while they can still do it, they will at least need to be online to do it. Not sure if thats implemented at the moment, though it may be.

omg solar please..... no1 says now those traps are left offline.... Dont u know ur own game ? every encounter on desert is closed after 10 minutes - so no1 can go inside from worlmap

Every trap is online, but again whats the problem to open "2nd" proxy window in background and jsut make new encounter after each 10 minutes.   Moreover its still not the point if someone needs to be online or offline , still the effect is the same - every player who gets inside is INSTA-dead, it works like cheat. Do smth with that crapp please.
Title: Re: Followers points
Post by: Solar on December 28, 2011, 08:52:10 pm
I wasn't thinking about pointlessly doing it in the desert, I was thinking about doing it somewhere useful.
Title: Re: Followers points
Post by: greece crisis on December 28, 2011, 10:23:51 pm
Best option would be to have mercs with constant hp despite the character's stats. This would allow the making of flexible merc leader builds that are actually playable in other areas than just merc leading.

that is sutpid, you can make merc leader who can fight pvp but with weak mercs. cant you get 1 simple rule? merc leader will never be good as power pvp build because you have to spend special points on charisma and perks for magnetic and high lvl of inteligence. and sg bruster will never be good as bg bruster. mercs leaders are for mercs, sg brusters are stuff farmes from npc.
off topic, 12 5mm bullets wont do same damage as 30-40buttlest same caliber shooted from heavy long pipe gun. avv i know your point that you have to make few alts to fight and you dont want to do it but someone want and nerfing power build to level ncr crafter is wrong
Title: Re: Followers points
Post by: Johnnybravo on December 28, 2011, 11:25:42 pm
Merc leader will be perfectly balanced the day he cannot simply own 1 on 1 with average mercs (vs average tier equipment using combat build) and his average mercs can be obtained reasonable way. (I guess some sub optimal melee mercs are going to be quite balanced in this case)
Then it's still compromise. Large scale merc leader will need some sort of option to replace dead mercs between combat. You can't just break weapon easily, but if you kill 2 of 4 mercs, the guy is left with ~50% of his previous power.
I guess this could be also possible to fix with high negative health for mercs.

Also reaction to leader death is tricky, they just can't continue autoshotting everyone around. If they just surrendered and be "lootable" they would work close to normal equipment, but it would probably make more sense if they rushed exit grid and seek the leader once he exits respawn map. Perhaps with some options so they don't always die like idiots.
Title: Re: Followers points
Post by: Rascal_ on December 28, 2011, 11:52:30 pm
Quote
I wasn't thinking about pointlessly doing it in the desert, I was thinking about doing it somewhere useful.


omg.... again ur proving u dont know whats happening in ur own game :(
traps on wasteland ARE VERY COMMON, there are some "hot spots" on wastelnd where most of the bluesuits/madmaxwannabies are passing by -> therefore all TB PvP apes are hunting there and in the final effect we have TB battleground between them there - and precisly in those spots those pathetic RT merctrap are set.  Its areas like 1 hex beside Hub / NCR/ gunrunners/ SF  for all TB PvP apes they are known well...

its very common that some tb gangs are hunting each other and suddely some $@#$#  is placing merctrap in that area to instakill those players...   this leads to 1 -> killing them  2 bloking whole pvP 4 those 2 groups in these area (which almost all time means end of pvp tb for today) also what is even more pathetic some loosing teams (cheers hungarian swarm) are setting merc trap immidietly in the same hex on WM when they lost their battle in order to catch those victourious players who are leaving from that won encounter (and often they have loot on their bavk / are out of drugs etc.)
Title: Re: Followers points
Post by: Michaelh139 on December 29, 2011, 12:04:54 am
Yes, I don't see why char stats should influence the mercs
besides, it is obvious the concept behind it.

Your strength, charisma, speech, inspires, and strengthens your followers, the better leader you are, the better your followers can be, through basic training, and pure leadership.

I just wish, that such effects would take place when you enslaved npcs, would make more sense, but of course, they're just slave, not too much boost.



Think of this characters, as stumpy, bald, diabetic, no-energy, blind, but willfull people, who with their example at surviving in waste, inspire others into their best, or something similar :D.
    Makes sense to me anyways... 

And about the "merc autoshoot when drop in town/map/whateva whateva."

Wasn't this already solved, by making mercs unequip weaponry when on worldmap and in guarded towns, and have to re-equip from inventory once back inside location, losing their action point and time caused by animation?
Title: Re: Followers points
Post by: Solar on December 29, 2011, 12:08:22 am
Rather than needlessly trolling, you'd do better suggesting something of a remedy.

TB combat for a few people will not dictate whole features (something like camping a crafting facility for hours is more of a concern) however if you have a reasonable idea to fix a niche problem without ruining the feature then out with it.

If you can't conduct a conversation reasonably then you will be banned. Not really sure why I need to warn two players in the same thread but there you go.
Title: Re: Followers points
Post by: greece crisis on December 29, 2011, 12:08:31 am
but they dont listen...they just cry and cry
leave bg and mercs alone, they are balanced now and stop cried about that. if arent cbt tester just wait for wipe or read perv posts.
Solar can you tell me EW can have BRD perks? and perk right etween they eyes is little to weak, -1/4 of helmet % modifier is little to low, 1/2 or 2/3 will be much better because it gives you now only 2.5% more critical chance
Title: Re: Followers points
Post by: Rascal_ on December 29, 2011, 01:53:37 am
Quote
TB combat for a few people

TB PvP is veeeeery popular there are whole gangs dedicated for this and also zilions of loners, groups of 2-3 friends
Its easy over 60 players from my estimations...
to not be just "empty worded" here are some screens from yesterday TB battle

http://imgur.com/a/V0jfl#0

it was smth around 12 vs 12 hungarian swarm vs hawks+me all took like 2h of constant battle
all that at the time when server is nearly dead, in good times wasteland is just fuuuuull of TB PvP players and its just awesome

Quote
Rather than needlessly trolling, you'd do better suggesting something of a remedy.

Really You call trolling a guy who is just doing what every beta-tester should do ? I gave You very precise description of issues You weren't aware of isnt it my role here ? pointing whats wrong/what could be better ?

You ask for remedy ok ill try:

as we came to conclusion that You dont want to remove mercs from game here are my limited thoughts what can be improved in this poor circumstances:

1 Disable auto-attack mode on mercs:
- they should react only if them or their faction member/merc leader is attacked
- after their merc leader/faction member is attacking someone
BUT! leave an option "guard this place from any stranger" working only in tents/bases

2 let them have their weapon in inventory unequiped
- when they are supposed to attack someone they need to take that weapon from inventory and equip - this means its time of animation + some AP lost for mercs


those 2 solution combine would probably give a chance to escape from such RT mercs trap:
if player would enter then some player inside has shoot him in order to 'start" mercs at all and even then there is still some delay between the signal to attack and attack itself... so maybe it would be enough to run away or try to fight


Title: Re: Followers points
Post by: Slaver Snipe on December 29, 2011, 09:16:38 am
I was thinking, if slave pens won't be done anytime soon how about a slaver merc that adds 3-4 slave capacity (but costs 20-30 more "points" that a regular merc) and of course would require you are a slaver. Or make it be a slaver companion.
Title: Re: Followers points
Post by: avv on December 29, 2011, 10:13:53 am
that is sutpid, you can make merc leader who can fight pvp but with weak mercs. cant you get 1 simple rule? merc leader will never be good as power pvp build because you have to spend special points on charisma and perks for magnetic and high lvl of inteligence. and sg bruster will never be good as bg bruster. mercs leaders are for mercs, sg brusters are stuff farmes from npc.
off topic, 12 5mm bullets wont do same damage as 30-40buttlest same caliber shooted from heavy long pipe gun. avv i know your point that you have to make few alts to fight and you dont want to do it but someone want and nerfing power build to level ncr crafter is wrong

The idea is to extend the playability of one char without really breaking anything in the game. Same mercs for all despite the build isn't it fair? Only thing that matters is how many mercs you can get per char.
Title: Re: Followers points
Post by: JovankaB on December 29, 2011, 10:23:16 am
The idea is to extend the playability of one char without really breaking anything in the game. Same mercs for all despite the build isn't it fair? Only thing that matters is how many mercs you can get per char.

Same HP for everyone, wouldn't it be even more fair???
Why decrease build diversity and remove combat CH builds.

Just remove ability of mercs to act as mobile sentry guns (outside private locations), so people would have to actively command them.

Add more commands that could be used in battle instead: spread out, stay close etc.
And let them hear owner behind walls so they can retreat more easily.

Less automatic behavior, more battle commands so the build would involve more thinking.
Title: Re: Followers points
Post by: avv on December 29, 2011, 10:43:41 am
Why decrease build diversity and remove combat CH builds.

Actually if stats didn't affect merc hp, it would allow more build diversity because you didn't have to invest so much statpoints in end and luck. When you max end, luck and cha and put rest remaining points to INT to get max speech there isn't much room for diversity.

Quote
Just remove ability of mercs to act as mobile sentry guns (outside private locations), so people would have
Less automatic behavior, more battle commands so the build would involve more thinking.

I'm all for this.
Title: Re: Followers points
Post by: JovankaB on December 29, 2011, 10:54:36 am
Actually if stats didn't affect merc hp

I didn't read carefully, sorry ::) I thought you mean number of mercs.
I agree about the HP thing.


some loosing teams (cheers hungarian swarm) are setting merc trap immidietly in the same hex on WM when they lost their battle in order to catch those victourious players who are leaving from that won encounter (and often they have loot on their bavk / are out of drugs etc.)

Boo hoo, maybe you should have invest some points in outdoorsman?
Besides - it's wasteland dude. If you want "honorable" regulated team deathmatch go play Quake.
You are not "victorious" until you are back in your base with loot.

PvP players are such crybabies ::)
Wasteland is harsh!
Title: Re: Followers points
Post by: Solar on December 29, 2011, 12:41:23 pm

Really You call trolling a guy who is just doing what every beta-tester should do ? I gave You very precise description of issues You weren't aware of isnt it my role here ? pointing whats wrong/what could be better ?

You ask for remedy ok ill try:

as we came to conclusion that You dont want to remove mercs from game here are my limited thoughts what can be improved in this poor circumstances:

1 Disable auto-attack mode on mercs:
- they should react only if them or their faction member/merc leader is attacked
- after their merc leader/faction member is attacking someone
BUT! leave an option "guard this place from any stranger" working only in tents/bases

2 let them have their weapon in inventory unequiped
- when they are supposed to attack someone they need to take that weapon from inventory and equip - this means its time of animation + some AP lost for mercs


those 2 solution combine would probably give a chance to escape from such RT mercs trap:
if player would enter then some player inside has shoot him in order to 'start" mercs at all and even then there is still some delay between the signal to attack and attack itself... so maybe it would be enough to run away or try to fight

I'm sure you can figure out when tone becomes trolling, feedback properly and you won't have a problem.

The removing of auto attack orders was covered earlier, I think it'd be a good idea.

Same thing with the stats not effecting merc HP, we don't need the same things covering over and over.
Title: Re: Followers points
Post by: greece crisis on December 29, 2011, 05:49:33 pm

The removing of auto attack orders was covered earlier, I think it'd be a good idea.

Same thing with the stats not effecting merc HP, we don't need the same things covering over and over.

1. what about m leader with 1pe?
2. why not? so now merc leader has to have 10ch and 10pe + sharpshooter ? come one...
leave mercs just what they are now...it will be ultra hard t lvl up boosted merc leader 10/10/10 and speach 210%. and stop crying about mercs. auto attack is good and mercs are weak they can tank only 1-2burst from bg and mutants are weak against snipers. mercs are balanced now and if dont know how to fight well it is your problem.
Title: Re: Followers points
Post by: zerosoul on December 29, 2011, 06:06:12 pm
mercs are balanced now and if dont know how to fight well it is your problem.
no they arent and if you dont know why well it is your problem. try hello kitty online and rage some place else.
Title: Re: Followers points
Post by: Solar on December 29, 2011, 08:35:30 pm
If you are attacked then they defend you anyway. I don't see any reason why auto attack is needed really.
Title: Re: Followers points
Post by: Michaelh139 on December 29, 2011, 08:54:03 pm
If you are attacked then they defend you anyway. I don't see any reason why auto attack is needed really.
If leader dies people can just 1hex them easy.  They will not shoot At The Moment non-aggressors.  They are not smart enough to defend themselves from obvious enemy players.  That's why, I think.

Also, it helps to detect sneakers.  If you can't tell your guys to look out for a sneaker WTF? :P

Then there's base/tents (already mentioned)

I could keep going a little more but ill stop here i think the picture has been drawn.
Title: Re: Followers points
Post by: greece crisis on December 29, 2011, 09:10:29 pm
no they arent and if you dont know why well it is your problem. try hello kitty online and rage some place else.

i am not ragging..avv and other ncr crafters are crying. mercs are mercs, they are stupid npc and if you want them to be  stupid waliknig expensive bag of meat i wont agree with that. mercs are just action point eaters and nothing more. their number is decreased and they cant jump over the map with rocket strike like they are doing now. you are crying about bg and mercs because some ncr trolls or crafters are to poor to use them or some pks are killing them in traps with bg gun and mercs. nerfing mercs and bg wont change anytginh and if you are to weak now you will be weak after wipe and if you want fair fight lets delete all weapons instead of zip guns and rocks. if you are to weak to defet someone, call some friends and kill them...simple and easy. 1guy with pack of bg mercs carry +/- 100-150k and if they are high lvl he spend few hours on lvling them, and if you dont have stuff of time for that you cant expect that you will be equal to him. those cring troll can only nerf mercs, make them stupid walking npc (they are stupid allready) nerf bg so 1 bg bruster can kill 1 bg bruster even if he shooted 500% bullets less than bg.

you need auto attack if you want  attack someone who is escaping on wm or if you want to make exit grid trap
Title: Re: Followers points
Post by: Solar on December 29, 2011, 09:31:25 pm
If leader dies people can just 1hex them easy.  They will not shoot At The Moment non-aggressors.  They are not smart enough to defend themselves from obvious enemy players.  That's why, I think.

Also, it helps to detect sneakers.  If you can't tell your guys to look out for a sneaker WTF? :P

Then there's base/tents (already mentioned)

I could keep going a little more but ill stop here i think the picture has been drawn.

Don't think its too bad to have to keep the leader alive.

Base and tents could have an option, as they will be able to be left there it shouldn't be too much to allow unique orders there too.

Finding sneakers, don't see why mercs should be able to do that so easily.

Quote
you need auto attack if you want  attack someone who is escaping on wm or if you want to make exit grid trap

Again, not sure why mercs should allow you to catch people escaping any more easily than a normal person.
Title: Re: Followers points
Post by: Chrupek on December 29, 2011, 09:40:41 pm
mercs are just action point eaters and nothing more.
So why do we need them?

Its multiplyer game, so why CPU has to imitate players, spawning some guns, friendly to one, and hostile to another player?
there are gangs out there - REAL players can gather themselves and do whatever they want. what is the real purpose mercs then?
One man army?
Im talking only about mercs, that doenst affects slaves feature.

I dont remember exactly, but someone pointed it well: mercs gonna be balanced, only, when merc leader (with those mercs) vs. bg (or any else build) can compete. for now - its far from truth. And even better: if so, then mercs would be useless, bacuase noone gonna rely on CPU guns, when he has his own brain.

 thats trollin for u Solar too?
Title: Re: Followers points
Post by: greece crisis on December 29, 2011, 09:51:57 pm
but we have mercs in game and if you like it or not mercs are part of game and dont make them walking idiots with zip guns. they cost fortune and i had few mercs leaders in this sesion and i spend on them milions caps and i wasnt multimilioner. try to live with mercs and idea that bg bruster must be much better than sg bruster. sg brusters are only for farming at begin and making them equal to bg bruster isnt good idea. leave mercs just what they are now and lets see after wipe is it ok or we should remove mercs once for all. solar we can buy in base for example auto canons like in sierra or vault city - gunners
Title: Re: Followers points
Post by: Chrupek on December 29, 2011, 10:05:18 pm
but we have mercs in game and if you like it or not mercs are part of game and dont make them walking idiots with zip guns. they cost fortune and i had few mercs leaders in this sesion and i spend on them milions caps and i wasnt multimilioner. try to live with mercs and idea that bg bruster must be much better than sg bruster. sg brusters are only for farming at begin and making them equal to bg bruster isnt good idea. leave mercs just what they are now and lets see after wipe is it ok or we should remove mercs once for all. solar we can buy in base for example auto canons like in sierra or vault city - gunners

Its beyond my imagination, how can u leave all my arguments behind and reapeat over and over again: "levae mercs as they are (just because)". Just read my post and make something about the topic.
You actually made some argument for cut mercs out: you spend millions of caps for nothing, but still 'leave mercs!". Seriously, why do we need them? Im waiting for some argument, not for rage posts about 'use to it'.
Title: Re: Followers points
Post by: greece crisis on December 29, 2011, 10:13:19 pm
use it in traps, when you are fighting with swarm, when you want to play solo in nr and you need some support, to carry stuff, to protect base from looters, some guyus love mercs, i like muties, they are part of game.
i dont like mercs swarm on tc, instant kill from wm and few other things, but i am not crying about "omg mercs killed me and i am to scared to fight with them ecause they are shooting at me", or "omg they can shoot me with rockets", "mercs are to powerfull and i dont know how to kill them". i like pvp fights but sometimes you need mercs, after wipe you cant make 1rst lvl mercs leader with boosted mercs or jump with them from wm with instant kill. if devs want them to be part of game leave them just what they are now because they are nerfted and i think we should at least give a chance to try new system before we start crying about them. same B, give cool down for bg because my ncr crafter is to weak to fight with BG power build. i dont like when someone is crying about something with out solution or with 1idea nerf it all to ground
Title: Re: Followers points
Post by: zerosoul on December 29, 2011, 10:42:28 pm
you need auto attack if you want  attack someone who is escaping on wm or if you want to make exit grid trap

jesus christ man. its pointless even talking to you. Its much more fun to actually use your own micro managment in games you know, not such an auto feature crap like that. Thats all. I bet you would be good aimbotter in other games with such attitude. You know, its not like anyone is forcing you to play this game. Bye.
Title: Re: Followers points
Post by: greece crisis on December 29, 2011, 10:51:21 pm
i am not using mercs for a long time. i used them when you could buy muties, and it isnt me who is crying about mercs. i can play with out mercs but i dont like idea of deleting something because you dont know how to handle with them and i want to inform devs that there are some peoples who like mercs in game. they deleted muties because noobs were crying about them. they deleted hinkley becasue noobs were crying about exploit, they deleted banks because of mercs...noobs want to weaken bg guns because they are expensive and you need proper build to use it...the only think i see is deleting or weakening someting, so ncr crafter can finally go on tc and kill pvp power build with smg or fn
Title: Re: Followers points
Post by: Surf on December 29, 2011, 11:10:16 pm
they deleted muties because noobs were crying about them. they deleted hinkley becasue noobs were crying about exploit, they deleted banks because of mercs...noobs want to weaken bg guns because they are expensive and you need proper build to use it...the only think i see is deleting or weakening someting, so ncr crafter can finally go on tc and kill pvp power build with smg or fn

All of these statements are false, just for your interest. And every post going in a similar tone like Solar said will now be deleted - so spare your energy and write in a normal manner.
Title: Re: Followers points
Post by: greece crisis on December 29, 2011, 11:32:07 pm
ok Surf, but all i can see is idea of deleting and weakining...is that only way for balance? i dont think so...balance is : something up, something down and not only down down down...
Title: Re: Followers points
Post by: Michaelh139 on December 29, 2011, 11:43:31 pm
Don't think its too bad to have to keep the leader alive.
It is somewhat.  I mean, your leader dies, but your still in the middle of the firefight?  What you gonna do?  Just sit there and die without fighting back?  Nonsense. :P

Quote
Finding sneakers, don't see why mercs should be able to do that so easily.
They dont find them so easily.  And why shouldn't mercs be able to find sneakers???????????  There is no sense in that at all, it's not like you can put on command "Search for sneakers, MOVE" and they all spread out slowly tracking down a sneaker and then gang-banging him.  Avoiding mercenaries is easy as avoid any BG char (6 PE) just stay 3 hex away and your good which is extremely easy.
Title: Re: Followers points
Post by: Rascal_ on December 30, 2011, 12:05:29 am
Quote
It is somewhat.  I mean, your leader dies, but your still in the middle of the firefight?  What you gonna do?  Just sit there and die without fighting back?  Nonsense.


if u attack them even if they are without their merc leader around they gonna respond with fire so whats "nonsene" here ?
its not like u have merclider+5 mercs, u kill their merclider and they stop reacting , or other scenario they are left in reno for example alone (merc leader coming back from resp) and You are entering location with them inside - if You attack them they gona respond...
Title: Re: Followers points
Post by: greece crisis on December 30, 2011, 04:06:01 am
If you are attacked then they defend you anyway. I don't see any reason why auto attack is needed really.

well Solar they are standing in one big group and 1-2rocket or 1-2burts from bg and they are all dead. if they will just stand and chase only 1 guy who shooted you they will run on death trap. for example we have 2 mercs leaders with 2x5 bg mercs. 2 snipers shooted each mercs leaders so mercs are chasing sniper who attacked their leader. sniper is running  behind line of their bgs and mercs are chasing him. they ran behing or in range of bruters but they dont attack them because only sniper attack them. now they are in death trap and merc leader has now 2 options. run with them, or run on map to save mercs. if mercs wont have auto attack they will die for sure in traps because they will chase only 1 guy who shooted them. same when you want to help your gang, you will have to run in first line to take a bullet or have 10+pe to order your mercs attack. it is silly and ultra hard
Title: Re: Followers points
Post by: JovankaB on December 30, 2011, 07:24:22 am
Quote
ultra hard
And that's how it should be. PvP merc leading should be left for people who aren't afraid ultra hard.
People who just want easy kills with autocannons can play Tower Defense.

Also it's not ultra hard to stop actions. It definitely should be possible to lure mercenaries into a trap if the merc leader is an idiot.

I would love more sophisticated commands though (but not automatic "seek and destroy" behavior). But I think there should be ability to give commands to followers outside player FOV (but withing PE range), because followers often run around some FOV obstacles and then suddenly they are deaf and you can't give them any commands, then you have to chase them around corners and repeat the command. Combine it with some movement/AI bugs and it can be quite annoying.
Title: Re: Followers points
Post by: zerosoul on December 30, 2011, 12:00:57 pm
Exactly. I hope we will get some more micro intensive followers UI with more complex and sophisticated control of them. Maybe not in near future but well, lets hope for the best.

And for the last time...mercs should never be like walking auto turrets cause its plain stupid/game breaking idea in many cases. Just simple as that.
Title: Re: Followers points
Post by: greece crisis on December 30, 2011, 12:16:40 pm
so thats why auto attack is necessary, if you are in combat it the urban area you have to see your mercs to give them command, but i cant really see how i can order 5 mercs at same time when i cant see them?
and remember rt on tc is dynamic and make just good AI fro followers or leave auto attack. we can leave auto attack but only in range of merc leader and mercs PE.
Title: Re: Followers points
Post by: avv on December 30, 2011, 12:52:36 pm
Here's (http://img40.imageshack.us/img40/3059/mercsfarming.jpg) how the interface could look like. Could be a bit smaller and more transparent.


You got 4 options:
Regroup: brings the mercs to you. They will come around you and stay in a distance you set them to stay in the dialogue (close, medium, snipe). After this command is given, they will follow you without delay.
Stop: Mercs simply plainly stop. They won't do anything until further instructed.
Retreat: Mercs will escape to worldmap on foot, normal combat timer applies unless it's an encounter.
Hostile: Mercs are in readyness for violent encounter. They will shoot back if shot, attack anyone who attacks their master or his friends and attack whoever their master is attacking.

These commands could be given even when mercs are out of FoV.

In addition note how the player can see the hexes the mercs are standing outlined with green. This helps to keep track where the mercs are.
Title: Re: Followers points
Post by: Chrupek on December 30, 2011, 01:20:08 pm
Here's (http://img40.imageshack.us/img40/3059/mercsfarming.jpg) how the interface could look like. Could be a bit smaller and more transparent.


You got 4 options:
Regroup: brings the mercs to you. They will come around you and stay in a distance you set them to stay in the dialogue (close, medium, snipe). After this command is given, they will follow you without delay.
Stop: Mercs simply plainly stop. They won't do anything until further instructed.
Retreat: Mercs will escape to worldmap on foot, normal combat timer applies unless it's an encounter.
Hostile: Mercs are in readyness for violent encounter. They will shoot back if shot, attack anyone who attacks their master or his friends and attack whoever their master is attacking.

These commands could be given even when mercs are out of FoV.

In addition note how the player can see the hexes the mercs are standing outlined with green. This helps to keep track where the mercs are.

Those are really good ideas. And eliminates problem of insta-kill traps. I would add some things:


- some merc leader stat (it could be speech) should affect orders
for example: 150% speech, makes your mercs ignore stop order, or delay it for 2-3 seconds. this factor could be somehow random, but the point is, that control of your mercs shouldnt be 100% sure. 300% speech gives you 95% chance, to control mercs perfectly. Its like chance to hit.

- giving orders should cost APs. your mercs, are your combat skill, so when you force your mercs to shoot, that will cost you attack amount of APs. and that is logical, because yelling need focus/time/energy, so it should be normal action, which consume your 'mana'.

- Some of merc leader stat should affect enabled commands. High skill allow you to give orders such as 'shoot snipers' , shoot 'wounded' etc, on the other hand, low speech allows u only for commands like AVV said. Same for 'outpost' commands like: 'guard this place' etc.

If mercs will be ever balanced, i think they sholud replace ALL combat skills of merc leader. That char should be completely uneffective in shooting, and his duty is to control mercs. If build is great, he can almost act like point&click.

Title: Re: Followers points
Post by: Solar on December 30, 2011, 02:08:28 pm
These actually seem pretty nice.

Simple orders, seem to cover most things. You'd need a move here and spread out order too I think.

Unlocking them as speech increases seems good too, as does a delay in their implementation based upon speech and AP being drained.

I was thinking of limiting merc types based on speech, say 100% needed to get energy, 150% for mutants etc (numbers off the top of my head to be an example), but if orders are being linked to speech it might be better to link that to barter.

I wonder if its possible for us to create teams, so you could issue orders separately. Then you really would be getting close to having a pure leader build.

Would be two other areas for support perks too.

 
Title: Re: Followers points
Post by: avv on December 30, 2011, 02:59:48 pm
Simple orders, seem to cover most things. You'd need a move here and spread out order too I think.

Move here could be: Click "Regroup" and then point a hex, mercs will move there. If you click yourself, the mercs will regroup around the player.
I beleave the best way to keep control on mercs is that if they follow the player without delay like some probes. The player is a planet and the mercs are moons or satellites.

Attacking without actually attacking enemy yourself could be: click "Hostile" and click on enemy. Clicking yourself will just set the mercs on readyness.
Title: Re: Followers points
Post by: greece crisis on December 30, 2011, 04:12:35 pm


- giving orders should cost APs. your mercs, are your combat skill, so when you force your mercs to shoot, that will cost you attack amount of APs. and that is logical, because yelling need focus/time/energy, so it should be normal action, which consume your 'mana'.


bullshit! this is bad idea. so i have m leader with 5ap and i have to wait 5s before i can give new order? it could be good idead if you can give orders to all your mercs at same time even if you dont see them. otherwise it will be pointles
Title: Re: Followers points
Post by: JovankaB on December 30, 2011, 04:31:47 pm
If mercs will be ever balanced, i think they sholud replace ALL combat skills of merc leader. That char should be completely uneffective in shooting, and his duty is to control mercs. If build is great, he can almost act like point&click.

Someone with 3 mutants or 5 BG mercs maybe it would make sense, but slavers need combat abilities.

AP idea is interesting - either you fight yourself or you give commands to mercs.
This way leader build could still have combat abilities.

But "attack" command is usually given by shooting at someone and it takes AP already...


Quote
So i have m leader with 5ap

Maybe there should be "leadership points" based on CH or Speech...
Similar to AP but used for commands. But I think it would be too complicated.

5 AP means you are pretty much some old guy on a wheelchair so don't complain you can't lead army...
Title: Re: Followers points
Post by: greece crisis on December 30, 2011, 07:21:46 pm
or i am lord of war and i am veteran, som my mercs are boosted and i dont need to shoot by myslef.
Title: Re: Followers points
Post by: Solar on December 30, 2011, 07:29:07 pm
I think its going a bit far to say they should be useless. But AP to give orders doesn't mean they will automatically be useless.

They'd just be trading combat moves for changing orders.
Title: Re: Followers points
Post by: Ghosthack on December 30, 2011, 07:54:57 pm
Ability to control followers on whole map is a neat idea, and I think it's a reasonable suggestion, it should require that you and followers have radio equipped to same channel, that should make it possible to use them as scouts (might be good to find campers in TC/pvp(?)).

More management option will also be added, like formations and more commands.
Title: Re: Followers points
Post by: Michaelh139 on December 30, 2011, 08:31:59 pm
formations
Pointless unless the "this guy is busy" is fixed.  (so if that hasn't been fixed yet don't bother implementing yet)  It's the #1 grief of all leader players.


if u attack them even if they are without their merc leader around they gonna respond with fire so whats "nonsene" here ?
its not like u have merclider+5 mercs, u kill their merclider and they stop reacting , or other scenario they are left in reno for example alone (merc leader coming back from resp) and You are entering location with them inside - if You attack them they gona respond...
Dude you are daft or what?  It's very obvious what will happen, people if they will be out gunned will just run out of grid and come back, and as greece described simply slaughter them by bs because they're too stupid to defend themselves properly without having an auto-detect hostiles like real players, and also, people can also just come by and 1hex them all just like players do with militia ALL THE TIME.
Title: Re: Followers points
Post by: JovankaB on December 30, 2011, 08:33:25 pm
I think mercenearies as scouts in PvP (I don't understand how it would work though) would be killed very fast by enemy. Without auto-attack burster can just one-hex them if leader wouldn't be around. I think it would be a waste of time to try give them too many roles that players can do much better anyway (builds with high Sneak and PE).

One thing that I think would be reasonable is to "desneak" sneaker (only if sneaker is in the FOV of the merc leader), if the merc can see it. Otherwise suicide attacks of sneaking bursters on mercs would be too effective.

If with formations you could make a line of snipers or a line behind a wall (and mercs would try to move in the formation when leader moves) that would be pretty neat.


Quote
Dude you are daft or what?  It's very obvious what will happen, people if they will be out gunned will just run out of grid and come back, and as greece described simply slaughter them by bs because they're too stupid to defend themselves properly without having an auto-detect hostiles like real players, and also, people can also just come by and 1hex them all just like players do with militia ALL THE TIME.

Then I guess in the battle you would have to stay near the mercs you supposedly "lead".


Title: Re: Followers points
Post by: greece crisis on December 30, 2011, 09:18:32 pm

Then I guess in the battle you would have to stay near the mercs you supposedly "lead".

lead when silmpe sniper can shoot you in eyes and kill you? mercs arent puppies or small babies to look for them 2hex behind them. so now you need 11pe to order your mercs? that is silly...
Title: Re: Followers points
Post by: Solar on December 30, 2011, 09:30:00 pm
Then all these BGer builds are running round with 11 Pe too?
Title: Re: Followers points
Post by: avv on December 30, 2011, 09:42:03 pm
Then I guess in the battle you would have to stay near the mercs you supposedly "lead".

Yep the mercleader should go with his mercs and lead them with his example. The mercs should follow him without delay and move in a formation around him. You could easily recall them with regroup command if they tried to run in some obvious ambush.

You could even have positioning commands like:
- take position in my 12, 3, 9 or 6 o'clock. That would measure the direction around you, the distance settings already exists. So if you set mercs to all 4 directions and started spinning, you'd have a neat merry-go-around when the mercs wanted to re-position themselves.
Title: Re: Followers points
Post by: Michaelh139 on December 30, 2011, 10:19:18 pm
Then I guess in the battle you would have to stay near the mercs you supposedly "lead".
I always do, but I always get insta'd by a sniper too.

Maybe next era, snipers will not be so over-imba against any build under 10 endurance and stonewall (besides other snipers ofc), and I think the command mercs whether not you can see them is a good call, and as long as the busy npc problem is fixed, I think next era will not be too bad for mercs, but there is just soooooooooooooooooooooooooooooooooooooooooo many changes being made and discussed it's just hard to imagine playing in such a fashion and it seems like a few people who don't really know much about leading try to yell "nerf this" just because they don't like em which becomes frustrating.
Title: Re: Followers points
Post by: Slaver Snipe on December 31, 2011, 04:36:57 am
I like the idea AVV, but if we arn't going to have a combat control interface in the coming wipe (no idea about it) perhaps we could have a bindable menu for some other commands for bursts/if they should bother aiming for body parts too. (using the alt menu can be a hassle and I believe being able to bind things to easy key groupings would be superior)
Title: Re: Followers points
Post by: Handyman on December 31, 2011, 12:43:44 pm
Well, i'm kinda solo like guy and for me,
it's bad when my mercs' slaves dog's cow or whatever other plant will bei mplemented is not allowing me to leave map.

That's bad.

I don't agree with it please change it :)
Title: Re: Followers points
Post by: Rage master on December 31, 2011, 02:51:58 pm
muties are back!!! lets use green swarm...
(http://img804.imageshack.us/img804/4091/swarm.jpg) (http://imageshack.us/photo/my-images/804/swarm.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
Title: Re: Followers points
Post by: LagMaster on January 03, 2012, 10:35:04 pm
what is the dif betuine a SM and an average FO player

the SM has more power, else nothing more
Title: Re: Followers points
Post by: Michaelh139 on January 04, 2012, 04:02:36 am
what is the dif betuine a SM and an average FO player

the SM has more power, else nothing more
Different Skin.
NPC.
Walks only.
Retarded.
Controlled by players.
Any pvp Player build with the appropriate gear can easily kill one on one.
Must pay for respawn.
Respawn comes with full HP and new weapon.
lulzetceteralulz
Title: Re: Followers points
Post by: Slaver Snipe on January 06, 2012, 07:50:00 am
One thing I've always wondered is if mercs/slaves are able to get the improved HtH attacks if they have the skill % and the stats needed.  I want my silly slaves to fight barehanded and lulz crit someone to death.
Title: Re: Followers points
Post by: Solar on January 06, 2012, 01:43:36 pm
Not after the wipe, but a long term goal is having NPCs - first with decent protos - then second who level up and have appropriate perks. (or who are spawned with appropriate perks for their starting level - mercs/encounter/towns people)
Title: Re: Followers points
Post by: wladimiiir on January 06, 2012, 06:24:17 pm
Mutant - 90
Companion - 70
BG Merc - 70
SG Merc - 60
Ghoul Merc - 50
Melee Merc - 50
Dog - 40

Brahmins are limited to 1+number_of_dogs/2
Slaves are limited to 2+num_mercs+num_companions

Brahmin/slaves don't use any PP.

These numbers will most likely be changed in future patch.

I dont get it. So with 3 CH (30 points) I wont be able to have a dog?
Title: Re: Followers points
Post by: RavenousRat on January 06, 2012, 06:26:33 pm
Speech also gives PPs.
And Good natured,
Title: Re: Followers points
Post by: wladimiiir on January 06, 2012, 06:40:07 pm
Speech also gives PPs.
And Good natured,
No Good Natured perk taken, 15% speech and the answer is NO, right?
That sucks ::)
Title: Re: Followers points
Post by: RavenousRat on January 06, 2012, 06:45:25 pm
Eat mentats to seduce a dog? :D
But I don't know what will happen when effect ends.

Or just spend some skill points on.... speech.
Each 3% speech gives 1 PP, 3 CH gives 30, so you need 30% speech, 15% you have already, so spend 15 SPs on speech.
Title: Re: Followers points
Post by: Slaver Snipe on January 06, 2012, 07:31:21 pm
This kind of feels like the right place to ask it, Do all slaves level up yet or is it still bugged?
Title: Re: Followers points
Post by: Dr. Parchir on January 06, 2012, 11:43:32 pm
i don't get it
so how much i could get max slaves?