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Other => FOnline:2238 Forum => Archives => Closed suggestions => Topic started by: duorden on March 06, 2010, 10:36:45 pm

Title: Rework Merc System
Post by: duorden on March 06, 2010, 10:36:45 pm
hi

merc system very unbalanced, now it like Real Time Strategy(around 10 units for 1 char)

(http://dc133.file.qip.ru/img/121895295/697b2084/_online.JPG?rnd=0.12176720377516237) (http://file.qip.ru/file/121895295/697b2084/_online.html)

now it like delirium

my suggestion, number of merc addiction from outdoorsman

ex.
60%-  1
120%-2
180%-3
240%-4
300%-5

Title: Re: Rework Merc System
Post by: blahblah on March 07, 2010, 01:29:57 pm
There is already a limit of 5 mercenaries if you have 10 CH and Magnetic Personality. People who have more are using bugs.
Maximum number is ((CH - 1) / 2) rounded down.
Title: Re: Rework Merc System
Post by: Frozen Mind on March 07, 2010, 02:12:12 pm
People who have more are using bugs.

For now it's feature to be able to HAVE more at once than formula says. The bug is on a world map to lead more of them than charisma (plus perk) and same about order them to follow on random map (in both cases it's up to 18 units).
Title: Re: Rework Merc System
Post by: Solar on March 07, 2010, 02:18:46 pm
For now it's feature to be able to HAVE more at once than formula says. The bug is on a world map to lead more of them than charisma (plus perk) and same about order them to follow on random map (in both cases it's up to 18 units).

blahblah is correct. The bug is the amount you can have, not amount you can lead.
Title: Re: Rework Merc System
Post by: Frozen Mind on March 07, 2010, 05:28:49 pm
So now I'm almost clear. I've lead my whole army to a certain death. So it was about ... 70 followers? :) Good to know it was a bug...
Title: Re: Rework Merc System
Post by: duorden on March 07, 2010, 09:04:46 pm
There is already a limit of 5 mercenaries if you have 10 CH and Magnetic Personality. People who have more are using bugs.
Maximum number is ((CH - 1) / 2) rounded down.

in screenshot u can see 6 mercs, true cheats or exploites
Title: Re: Rework Merc System
Post by: Badger on March 07, 2010, 09:35:44 pm
I got excited when I saw the title of this thread, you guys let me down.

Mercs are overdue for a reworking, or we should just rename them 'hirable guards' and have done with it.

I assumed the main intention behind mercs was to allow players to have NPC companions, a la Fallout. But they're not a practical choice of travel companion, even with the ALT menu.

So, hijacking this thread, what would make you guys travel with mercs?
Title: Re: Rework Merc System
Post by: Bartosz on March 08, 2010, 09:53:57 am
So, hijacking this thread, what would make you guys travel with mercs?

Maybe counting their outdoorsman instead of the player (if higher)...wait, I've just realized it's already in. Wonder if it is useful, as I'm not sure how skilled they are.

If you've got any thoughts on that, shoot.
Title: Re: Rework Merc System
Post by: Frozen Mind on March 08, 2010, 11:18:46 am
Slaves skills are really poor and only fight skills are high (like 70-90% of small guns/melee/unarmed).

Reason of NPC followers usage:
1. Combat support (always helps in some way) - setting traps, assaults.
2. Followers could be loaded well (like no weight cap.),
3. Base security - you can't play 24/24h.
4. Caravan (combat) escort for barter and crafter characters.
5. Role play purposes - rare but happens.

What would make them want to follow:
- Charisma barrier - I think some people just wouldn't like to follow strange guys or tolerate non-charismatic. So you need 4 (or 3) CH to be able to take any NPC follower,
- Outdoorsmen skill - I don't know if someone wants to follow guy who actually doesn't know where he is. The higher skill the higher trust. So if charisma would be ONLY a barrier, outdoorsmen skill would set max number of followers.
Title: Re: Rework Merc System
Post by: vedaras on March 08, 2010, 11:57:55 am
Maybe counting their outdoorsman instead of the player (if higher)...wait, I've just realized it's already in. Wonder if it is useful, as I'm not sure how skilled they are.

If you've got any thoughts on that, shoot.

now Your mercs attract too much npc in encounters, if you for example jump on ghoul crazies with 4 mercs (that has assault rifles) there will be like 20-30 of them, and you have no chance to win, mercs need to make battles easier, not harder. My suggestion would be, to make encounters bigger only if you are traveling with other players not mercs.
Title: Re: Rework Merc System
Post by: UbiValkin on March 08, 2010, 12:42:11 pm
What about "Speech" skill? May be this skill will affect how many mercs/slaves you can have? ;p
Really, this skill can be useful.
Title: Re: Rework Merc System
Post by: Solar on March 08, 2010, 01:15:21 pm
Extra Mercs from Speech isn't a bad idea at all. Change it to (Ch/2)-2 and an extra merc per 50% of Speech.

Ch 1+2 = No Mercs, cant talk to Merc traders either (So no mercs even with good speech)
Ch 3+4 = No Mercs
Ch 5+6 = 1 Merc
Ch 7+8 = 2 Mercs
Ch 9 + 10 = 3 Mercs

50% = +1
100% = +2
150% = +3
200% + 4
250% + 5
300% + 6

Perhaps would could have a few "free" mercs in encounters, so that you don't count the first two mercs for scaling purposes.

I also think we will probably see Merc use more in the new TC system too.
Title: Re: Rework Merc System
Post by: Sius on March 08, 2010, 01:33:14 pm
And what about special mercs such as docs, medics, scouts, drivers? Each of them could have unique statistics and abilities so they will be helpful in other ways than combat.

Doctor - high doc skill and ability to fix broken bones once every X minutes, not a field guy = medium small gun skill, low hp, 0 armor, can use FA to heal 60-90 hp every Y min (X>Y)
Medic - high FA, can heal 140-250 hp once every X min, if healing over max HP he can add +30hp over maximum for short period of time, better with gun than doctor
Scout - child of the desert, very high outdoorsman skill, ability to track animals (makes you choose what kind of creature you are after and you will encounter them more likely), better position when entering encounter
Driver - +X% travel speed while traveling by car and reduce fuel consumption

These mercs could have more types. Like amateur nurse/self-taught doctor/doctor ; medic/field medic ; tracer/scout/ranger ; driver/road warrior ;). Each type with different pros and cons but generally self-taught doctor would be better than nurse and doctor would be better then self-taught doc.
Title: Re: Rework Merc System
Post by: UbiValkin on March 08, 2010, 01:39:29 pm
And what about special mercs such as docs, medics, scouts, drivers? Each of them could have unique statistics and abilities so they will be helpful in other ways than combat.

Doctor - high doc skill and ability to fix broken bones once every X minutes, not a field guy = medium small gun skill, low hp, 0 armor, can use FA to heal 60-90 hp every Y min (X>Y)
Medic - high FA, can heal 140-250 hp once every X min, if healing over max HP he can add +30hp over maximum for short period of time, better with gun than doctor
Scout - child of the desert, very high outdoorsman skill, ability to track animals (makes you choose what kind of creature you are after and you will encounter them more likely), better position when entering encounter
Driver - +X% travel speed while traveling by car and reduce fuel consumption

These mercs could have more types. Like amateur nurse/self-taught doctor/doctor ; medic/field medic ; tracer/scout/ranger ; driver/road warrior ;). Each type with different pros and cons but generally self-taught doctor would be better than nurse and doctor would be better then self-taught doc.
And what about cute slaves? They must have special abilities too, so you don't need to go to Cat's Paw at New Reno.
Also kids can clean your boots for 1 cap or something...

Bad idea about mers professions...
Title: Re: Rework Merc System
Post by: Solar on March 08, 2010, 01:45:34 pm
Hm, I don't think a Merc Scout is bad at all.

Quote from: Scypiorz
Maybe counting their outdoorsman instead of the player (if higher)...wait, I've just realized it's already in. Wonder if it is useful, as I'm not sure how skilled they are.

If you've got any thoughts on that, shoot.
Title: Re: Rework Merc System
Post by: Sius on March 08, 2010, 02:00:11 pm
These were just fast brainstormed ideas and I think they are pretty usable ingame. They don't need to be mercs but simply interactive NPCs who will profit on their skills. So there wont be only npc trader, there could be also npc gunsmith who will craft you guns from materials for some fee, same goes for healing/repairing stuff etc... but thats a bit offtopic.

Anyway mercs are now stupid figurines good only in static defense. This could refresh them a bit and help them to be useful in PvE too.
Title: Re: Rework Merc System
Post by: Badger on March 08, 2010, 02:06:05 pm
A big problem is how they behave in fights. I bought a laser rifle and a rocket launcher merc yesterday just to see how long they'd last if I actually used them to travel with. The first hostile encounter got them killed. I think it was a Reno gang and some civilians. And that cost 18k or so and was lost in less than 10 minutes.

I think a 'Run if you get below X health' option would make a lot of difference. As well as an 'Attack whoever I attack'. I know the alt menu exists, but an automatic system would be a lot more manageable and stop you having to constantly check your merc's health mid fight to see if they're nearly dead.

I think for 10k, a merc that costs that much should be a lot more durable. Maybe even with more HP than a player of equivalent level to compensate for the fact they're AI, and are never going to be as smart as human beings.

Even with all these tweaks, I still think people are going to be scared of risking the cash they paid for combat mercs to use them in PvE. Is allowing them to respawn something you would never consider?
Title: Re: Rework Merc System
Post by: DrapiChrust on March 08, 2010, 02:21:51 pm
These were just fast brainstormed ideas and I think they are pretty usable ingame. They don't need to be mercs but simply interactive NPCs who will profit on their skills. So there wont be only npc trader, there could be also npc gunsmith who will craft you guns from materials for some fee, same goes for healing/repairing stuff etc... but thats a bit offtopic.

Anyway mercs are now stupid figurines good only in static defense. This could refresh them a bit and help them to be useful in PvE too.

Do you realise that it would be another way to hurt non-combat chars? Like they haven't got enough disadvantages already.
Title: Re: Rework Merc System
Post by: gordulan on March 08, 2010, 03:13:16 pm
or, we might be allowed to control the followers directly when in combat, would give a more tactical feel to the entire game.
Title: Re: Rework Merc System
Post by: Solar on March 08, 2010, 06:23:44 pm
or, we might be allowed to control the followers directly when in combat, would give a more tactical feel to the entire game.

Do mean improve the alt menu, or are you unaware of it?
Title: Re: Rework Merc System
Post by: gordulan on March 08, 2010, 07:10:15 pm
yes, improve the alt menu, to directly influence the mercs you want to use.

ex: Bill (name of merc) attack that guy, but also, Sally, attack that other guy.
or, sneak to position, use first aid on that character, doctor that person, and so on and so forth.
in other words make the menu more detailed and have a functionality for the mercs to more than just combat, however, the doc and FA skills of the mercs can only be used on other NPCs to stop exploits.
Title: Re: Rework Merc System
Post by: FischiPiSti on March 10, 2010, 07:04:53 pm
Extra Mercs from Speech isn't a bad idea at all. Change it to (Ch/2)-2 and an extra merc per 50% of Speech.

Ch 1+2 = No Mercs, cant talk to Merc traders either (So no mercs even with good speech)
Ch 3+4 = No Mercs
Ch 5+6 = 1 Merc
Ch 7+8 = 2 Mercs
Ch 9 + 10 = 3 Mercs

50% = +1
100% = +2
150% = +3
200% + 4
250% + 5
300% + 6

Perhaps would could have a few "free" mercs in encounters, so that you don't count the first two mercs for scaling purposes.

I also think we will probably see Merc use more in the new TC system too.

Damnit, i made the exact same suggestion in another thread :/
...Or was it in another forum? :S

Hmm, well anyways here was my logic:
Teh transporter class!
If someone has alot of money, he can create an alt with a high charisma, and at lvl 1 he can have the same amount of mercs as high lvl characters. Thats an exploit. Plug in the hole by restrickting the ability of hiring mercs to the speech/barter skill. Every group needs a transporting character, with a high charisma, but nobody wants to make and level one that he actually uses for anything else except to barter and transport, because they cant defend themselves(lets not count the money->merc exploit from alts). So if a player is broke(starting players), cant fight, but has a decent starting speech skill, then let him get low level mercs for free if he passes a speech check. IF he can get xp from the kills of the merc(im not sure this is implemented, i never had a merc before), he can level up his speech skill, to get more powerfull mercs. Eventually, at lvl 21, he has enough powerfull mercs to battle same level big gunners, its just a metter of balancing so the 2 combatants have equal power. Note that he has a speech skill of like 200+, so he cant use a gun properly himself.
Its also important to tie this feature to a special attribute like charisma, because if not, then any character with high intelligence could get the same mercs.. Maybe its better to limit the max number of mercs to 2-3(like charisma/3-4), but make those mercs more powerful.
And lastly: Mercs should not count as players when traveling, or all mercs per player should only count as 1 extra person, otherwise the transporter cant transport people XD
This way, you got a transporter for the group, that is also combat effective. Balance is the key ofc.
Title: Re: Rework Merc System
Post by: Krej on March 10, 2010, 10:39:56 pm
imo merc guards in bases and shit is cool but in normal pvp mercs are fucking gay

imo  scrap the supermutant mercs..
Just humans and ghouls perhaps would be better.

make slaves able to gather or any other stuff you would have your slaves doing..

hire mercs to guard your slaves while they go around gathering :D
Title: Re: Rework Merc System
Post by: duorden on March 12, 2010, 12:08:54 am
yet it would be nice to introduce a restriction on the number of mercenaries, as the purchase of detonators

or the limit of no more than (ex) 50(75??100??150??) mercenaries on wasteland