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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: Attero on February 28, 2010, 05:09:06 pm

Title: mercenaries and encounter size
Post by: Attero on February 28, 2010, 05:09:06 pm
one could assume that taking mercs with you should make the encoutners easier... but no its the other way around you are facing a death platoon instead.

the size of encounters needs to be reduced for NPC followers - by about half at least... or even it could stay same size as traveling alone

after all one needs to deal with fact that merc kills dont give exp , you can lose them and finally they often waste ammo...
Title: Re: mercenaries and encounter size
Post by: mentant on February 28, 2010, 05:23:01 pm
Definatelly rec +1, we need this.
Title: Re: mercenaries and encounter size
Post by: Diezel on March 01, 2010, 10:05:34 am
I actually know many peoples who use merc and that manage to wipe out every encounter they do quite easyly, just train with your merc, use the right weapons and you should be able to do as well.

Make encounter easier is not the way. Merc are quite enough powered to not give more advantage to them.
Title: Re: mercenaries and encounter size
Post by: Frozen Mind on March 01, 2010, 07:49:40 pm
Beat it. Some non-combat player (or character) pays mercs to have more opponents in his way. Of course the more slaves or mercs you have the better flesh wall you get.
Title: Re: mercenaries and encounter size
Post by: Roachor on March 01, 2010, 08:04:27 pm
All you need is like 3 slaves and a rocket launcher and you do quite well.
Title: Re: mercenaries and encounter size
Post by: Attero on March 01, 2010, 08:11:20 pm
i say its big differance when you have 3 slaves with smg at most or if you have 3 super mutants with rocket launchers..

and even if you are strong and have strong mercs GL fighting powered BoS / Enclave patrol... or even stupid cenetaurs and floaters ... you will blow your own mercs faster...
Title: Re: mercenaries and encounter size
Post by: vedaras on March 01, 2010, 08:14:55 pm
i agree with idea that having additional forces to help you should make battles easier not heavier.
Title: Re: mercenaries and encounter size
Post by: mentant on March 01, 2010, 08:26:14 pm
I actually know many peoples who use merc and that manage to wipe out every encounter they do quite easyly, just train with your merc, use the right weapons and you should be able to do as well.

Make encounter easier is not the way. Merc are quite enough powered to not give more advantage to them.

You're either talking about fighting rats or having 3 mutants at your side.  The problem is not that encouter get harder but they're getting IMPOSIBLY harder. Try fighting with 14 crazies or raiders having 3-4 slaves. With 5 slaves you have to face entire army.

All you need is like 3 slaves and a rocket launcher and you do quite well.

Yes, we should all every char a biggun pvp char and oh those noobs who take something else.
Title: Re: mercenaries and encounter size
Post by: Roachor on March 01, 2010, 08:28:38 pm
If you have high outdoor aand you pick encounters with 3 groups vs each other you can really rack up the loot, plus any aoe weapon works so burst smg, nades, whatever.
Title: Re: mercenaries and encounter size
Post by: GroeneAppel on March 01, 2010, 08:43:56 pm
I hear many work arounds, but not actual solutions. OP is right. I get massive encounters with 4 slaves with me. VS encounters are just insane. A way to solve this would to let mercs count as less when calculating encounter sizes. This would make having slaves/merc a much more viable option.
Title: Re: mercenaries and encounter size
Post by: Solar on March 01, 2010, 08:45:38 pm
For mercs its fine. Slaves should be a) far less effective for combat and b) not scale encounters up
Title: Re: mercenaries and encounter size
Post by: Roachor on March 01, 2010, 09:42:46 pm
considering that using mercs as anything other than base defense is pissing your money away and slaves are just meat shields the easiest solution is to just only make players count towards increasing the encounter sizes.
Title: Re: mercenaries and encounter size
Post by: GroeneAppel on March 01, 2010, 10:36:09 pm
considering that using mercs as anything other than base defense is pissing your money away and slaves are just meat shields the easiest solution is to just only make players count towards increasing the encounter sizes.

I don't see slaves as meat shields really. If you arm them properly and use their combat advantages they can be quite lethal.
Title: Re: mercenaries and encounter size
Post by: Roachor on March 02, 2010, 01:02:26 am
I don't see slaves as meat shields really. If you arm them properly and use their combat advantages they can be quite lethal.

Most can't aim for shit and they have low enough hp to get 1-2 shotted
Title: Re: mercenaries and encounter size
Post by: Solar on March 02, 2010, 01:18:43 pm
Then Mercs must be made into something that doesn't piss your money away.
Title: Re: mercenaries and encounter size
Post by: Badger on March 02, 2010, 02:00:53 pm
Then Mercs must be made into something that doesn't piss your money away.

Maybe add a 'Run when you're below 25% health'. Perhaps even allow them to be replaced by their recruiter for cheap/free when they die, to make them an 'investment' like bases.
Title: Re: mercenaries and encounter size
Post by: Roachor on March 02, 2010, 07:10:25 pm
Then Mercs must be made into something that doesn't piss your money away.

Unless they start respawning or their price drops that won't happen.
Title: Re: mercenaries and encounter size
Post by: Badger on March 02, 2010, 08:07:47 pm
Unless they start respawning or their price drops that won't happen.

I'm at least optimistic they'll be given some attention now. If they do get improved in some way, though, I'd suggest that mercs and slaves on guard duty also count towards a person's limit (I have no idea why they don't).
Title: Re: mercenaries and encounter size
Post by: Roachor on March 02, 2010, 08:11:51 pm
I'm at least optimistic they'll be given some attention now. If they do get improved in some way, though, I'd suggest that mercs and slaves on guard duty also count towards a person's limit (I have no idea why they don't).

I don't like that idea, the whole point of having slaves is for base defense and a handful can't protect anything. Having followers with you on the worldmap is more of a hindrance because they steal xp, get killed easily and generally suck.  Slaves are way too weak and mercs are only viable for the very rich.
Title: Re: mercenaries and encounter size
Post by: Solar on March 02, 2010, 09:02:50 pm
I'm at least optimistic they'll be given some attention now. If they do get improved in some way, though, I'd suggest that mercs and slaves on guard duty also count towards a person's limit (I have no idea why they don't).

The should be, its a bug that either is fixed and not update4d yet, or will be fixed.

Also, prices are dynamic, so they should settle at reasonable prices over time.
Title: Re: mercenaries and encounter size
Post by: Attero on March 02, 2010, 09:07:37 pm
The should be, its a bug that either is fixed and not update4d yet, or will be fixed.

Also, prices are dynamic, so they should settle at reasonable prices over time.
you mean that mercs on guard should count toward charisma limit?
Title: Re: mercenaries and encounter size
Post by: Roachor on March 02, 2010, 09:24:25 pm
you mean that mercs on guard should count toward charisma limit?

Problem with doing that is everyone with a base will just start making 10 cha alts to get around this and the server will be flooded with even more crap.