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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: wreese2u on June 20, 2011, 07:04:30 am

Title: Mutant mercenaries
Post by: wreese2u on June 20, 2011, 07:04:30 am
Wipe said in temporary issues: Removed merc seller in Broken Hills. Most likely he will not come back in this session.
Does this mean he could come back next session?
Title: Re: Mutant mercenaries
Post by: Frenchy on June 20, 2011, 07:08:35 am
Wipe said in temporary issues: Removed merc seller in Broken Hills. Most likely he will not come back in this session.
Does this mean he could come back next session?

No, developers removed it.
Title: Re: Mutant mercenaries
Post by: wreese2u on June 20, 2011, 07:10:34 am
No, developers removed it.
I see.... q.q
Title: Re: Mutant mercenaries
Post by: Lexx on June 20, 2011, 07:15:45 am
Does this mean he could come back next session?

The possibilitie always exists. Especially as merc system is reworked for the next wipe.
Title: Re: Mutant mercenaries
Post by: wreese2u on June 20, 2011, 07:21:49 am
The possibilitie always exists. Especially as merc system is reworked for the next wipe.
oh joy... reworking the merc system :/
Title: Re: Mutant mercenaries
Post by: aForcefulThrust on June 20, 2011, 10:03:10 am
It will be back after wipe, but you will not be able to get as many mutants as before. Oh how I will miss the glory days :P
Title: Re: Mutant mercenaries
Post by: Andr3aZ on June 20, 2011, 10:16:29 am
Oh how I will miss the glory days :P

Hmmm i understand that it can be funny to mutant-bomb, i would have done it too :D
but i dont miss beeing the right guy in this:

(http://img691.imageshack.us/img691/6811/mutantmercs.jpg)
Title: Re: Mutant mercenaries
Post by: Solar on June 20, 2011, 02:02:21 pm
They will be back, they will take up more of your limit than other mercs and they will not disappear if they are in combat.

So generally, they won't be so annoying.
Title: Re: Mutant mercenaries
Post by: wreese2u on June 20, 2011, 06:00:26 pm
They will be back, they will take up more of your limit than other mercs and they will not disappear if they are in combat.

So generally, they won't be so annoying.
i luv u solar ;] ADD FAWKING LSW
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 20, 2011, 07:47:37 pm
They will be back, they will take up more of your limit than other mercs and they will not disappear if they are in combat.
  What does this mean?
Title: Re: Mutant mercenaries
Post by: Y0ssarian on June 20, 2011, 07:52:53 pm
Will this idea scale with all merc types so you can say for instance have more dogs as they don't take up as much space as super-nuke mercs?
Title: Re: Mutant mercenaries
Post by: naossano on June 20, 2011, 07:57:23 pm
  What does this mean?

Must be the same battle timer than players.
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 20, 2011, 07:58:11 pm
Must be the same battle timer than players.
Well that sucks, I mean, we can only have what? 1? 2?  Whats the problem?
Title: Re: Mutant mercenaries
Post by: Gatling on June 20, 2011, 08:31:01 pm
Well that sucks, I mean, we can only have what? 1? 2?  Whats the problem?
The problem was people were using them as mobile firebases with craploads of HP and abusing the way followers tend to dissappear when their master magically leaves.
Title: Re: Mutant mercenaries
Post by: EnergyForYou on June 20, 2011, 08:41:59 pm
The problem was people were using them as mobile firebases with craploads of HP and abusing the way followers tend to dissappear when their master magically leaves.
It is NOT problem :D It was quite funny when 20 mutants spawned and they failed.
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 20, 2011, 09:03:07 pm
The problem was people were using them as mobile firebases with craploads of HP and abusing the way followers tend to dissappear when their master magically leaves.
Which is why you shoot the master...
Title: Re: Mutant mercenaries
Post by: Solar on June 20, 2011, 09:04:59 pm
I mean if the normal one takes 1 slot, then a mutant takes more than 1.

The not leaving in combat means you won't be able to magically disappear them off the map if they have been firing at people
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 20, 2011, 09:08:05 pm
The not leaving in combat means you won't be able to magically disappear them off the map if they have been firing at people
Yeah figured that out :P.

But I find this ridiculous, 1 or 2 mutants, cannot insta kill any worthy build...  and liekly there are other people around, so  all you must do is shoot and kill the master and finish the mutants which isn't a tough job if they only have rockets.

And I ask, does this combat timer thing affect ALL followers?  Because then....  then they'll just be plain useless, nobody will use them almost ever.  I assure you.
Title: Re: Mutant mercenaries
Post by: Crazy on June 20, 2011, 09:13:54 pm
Yeah figured that out :P.

But I find this ridiculous, 1 or 2 mutants, cannot insta kill any worthy build...
Yeah, this is ridiculous! A mutant merc leader should be able to insta kill every build it cross !
...


Quote
  and liekly there are other people around, so  all you must do is shoot and kill the master and finish the mutants which isn't a tough job if they only have rockets.

Know what? In front they have also other people around. And know what? If you are two, one is insta killed, and the second can't kill the leader without being slaughtered by the muties (unless incredible luck).

Quote
And I ask, does this combat timer thing affect ALL followers?  Because then....  then they'll just be plain useless, nobody will use them almost ever.  I assure you.
Why that, if they respawn, they can make fine companions. Stop whining because your artillery won't work anymore... Why would they have the magic capacity to run away in combat while the players cant? Btw, nobody said the ones which didn't shoot were affected by this timer.

Don't listen to him Solar, it's a great thing.
Title: Re: Mutant mercenaries
Post by: Solar on June 20, 2011, 09:16:38 pm
Of course, magically disappearing was always a bug.

There will be plenty using them. They just won't be able to be so reckless else they're going to lose them.
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 20, 2011, 09:18:30 pm
-snip-
Lol u mad (http://www.youtube.com/watch?v=NhUbTYwkkdE&feature=youtube_gdata_player) ?

There will be plenty using them. They just won't be able to be so reckless else they're going to lose them.
Okay, so I become a slaver, and I have 2 slaves, I go back to den to sell them, and I get into encounter with a hostile mob, and they hit or vice versa my slaves, but I cannot save them because the mob is too powerful for me. 

They are just... gone?  sounds like bs...  Not to mention the fact that having more followers increases the mob count.
Title: Re: Mutant mercenaries
Post by: Solar on June 20, 2011, 09:27:13 pm
Ah, yes, it needs to be so you can order them to flee and the timer doesn't then keep getting renewed.

What needs to be stopped is the drop in, attack, disappear. Making the fleeing order work better is indeed needed before the wipe.
Title: Re: Mutant mercenaries
Post by: T-888 on June 20, 2011, 09:46:33 pm
Yeah figured that out :P.

But I find this ridiculous, 1 or 2 mutants, cannot insta kill any worthy build...  and liekly there are other people around, so  all you must do is shoot and kill the master and finish the mutants which isn't a tough job if they only have rockets.

And I ask, does this combat timer thing affect ALL followers?  Because then....  then they'll just be plain useless, nobody will use them almost ever.  I assure you.

* beep beep * I have detected nonsense.

First they aren't that easy to kill as you say and if they aren't enough efficient for you to insta kill all they see well it doesn't mean they will be useless for everyone. Think of it this way you will actually have a choice now take 2-3 muties or 5 normal human mercs , sounds like balance for me.

I don't think solar is implementing and changing stuff just to make things more fun , as far as i see he tries to balance things here.

Balance an abstract thing for some players.
Title: Re: Mutant mercenaries
Post by: aForcefulThrust on June 20, 2011, 11:19:52 pm
What if i'm traveling in my car and I get an annoying encounter like floaters or centaurs, and one of my guys fires before I click on the car, is he lost forever?
Title: Re: Mutant mercenaries
Post by: Solar on June 20, 2011, 11:37:52 pm
Do you not get to choose your encounter automatically with cars? Seems pretty simple to avoid going round in a car with auto fire selected.
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 20, 2011, 11:47:21 pm
Do you not get to choose your encounter automatically with cars?
only 95% of the time it would seem.  Although I find a large difference between a character with 100% outdoorsman using a car to one with 20%.
Title: Re: Mutant mercenaries
Post by: Ganado on June 20, 2011, 11:48:35 pm
Speaking of merc commands, the current system makes you have to speak to each merc separately to change their attack style / distance. It would be nice if that could be put into the Alt-click menu, like the 'Move To' command, to not make it so you have to go through each merc every time you want to change it.
Title: Re: Mutant mercenaries
Post by: Crazy on June 21, 2011, 12:19:47 am
Although I find a large difference between a character with 100% outdoorsman using a car to one with 20%.

Isn't OD of the car supposed to apply instead of your own?
Title: Re: Mutant mercenaries
Post by: aForcefulThrust on June 21, 2011, 12:49:43 am
We get to pick most encounters in car, but not all.mSo setting to safe mode will make them not shoot npc's as well?  That would be a way to escape the battle before it starts, whithout losing your slaves/mercs. It seems they shoot almost instantly on molerats and mantis now, even when set to "Don't attack until you're hit".
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 21, 2011, 12:59:46 am
Isn't OD of the car supposed to apply instead of your own?
Yes, that's why I am wondering this to Solar.
Title: Re: Mutant mercenaries
Post by: Ghosthack on June 21, 2011, 01:42:43 am
Speaking of merc commands, the current system makes you have to speak to each merc separately to change their attack style / distance. It would be nice if that could be put into the Alt-click menu, like the 'Move To' command, to not make it so you have to go through each merc every time you want to change it.
A merc interface is planned, but it will most likely not make it into the wipe update, but rather will be introduced later on. I agree that the current method of controlling your mercs is a little bit clunky. Radial menues is something I've been thinking about also lately, but this remains undecided.
Title: Re: Mutant mercenaries
Post by: wreese2u on June 21, 2011, 02:02:23 am
Merc leaders are gonna suck :o
Title: Re: Mutant mercenaries
Post by: 0m3n on June 21, 2011, 08:44:00 am
No super mutants artillery.
(http://bbsimg.ngfiles.com/1/22418000/ngbbs4d4cc6ffdae90.jpg)
Title: Re: Mutant mercenaries
Post by: Solar on June 21, 2011, 01:06:06 pm
Yes, that's why I am wondering this to Solar.

No idea, never tested it. If it is the case its a bug.

Merc leaders are gonna suck :o

The idea is that mercs are able to be used without a dedicated build. They will be useful, but should not be deciding fights on their own. If anything I fear they'd be too good, not useless. 
Title: Re: Mutant mercenaries
Post by: sell and steal on June 25, 2011, 04:46:12 am
They will be back, they will take up more of your limit than other mercs and they will not disappear if they are in combat.

So generally, they won't be so annoying.
Good reason to be in hummer with friend who has mutants too so they will be annoying again ;D with your mutants somethink like this your friend have 3 mutants + you 3 then you two (only leaders the mutants do the dirty job) and 8 slots
Title: Re: Mutant mercenaries
Post by: Reiniat on June 25, 2011, 06:32:25 am
talking about cars and giant radioactive trolls....
did you ever wandered how in the hell those mutants get into the car?


Title: Re: Mutant mercenaries
Post by: wreese2u on June 25, 2011, 07:04:48 am
talking about cars and giant radioactive trolls....
did you ever wandered how in the hell those mutants get into the car?
They ride ontop of the car.... and some just run?
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 25, 2011, 09:01:42 am
talking about cars and giant radioactive trolls....
did you ever wandered how in the hell those mutants get into the car?
I would usually use about 5 lengths of rope to tie each one to the top of my car.
Title: Re: Mutant mercenaries
Post by: LagMaster on June 25, 2011, 09:53:27 am
in this case, why do they use car slots?
on buggy i use a rope to tie my friend on the top?
Title: Re: Mutant mercenaries
Post by: wreese2u on June 25, 2011, 01:31:48 pm
in this case, why do they use car slots?
on buggy i use a rope to tie my friend on the top?
uhh.... if too many people they will crush the car?
Title: Re: Mutant mercenaries
Post by: Michaelh139 on June 25, 2011, 08:52:04 pm
Yes it must be BoS Humvee because it is built practically like a tank.  What's a couple extra tons gonna do?