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Other => FOnline:2238 Forum => Archives => Suggestions => Topic started by: skiylaroso on October 05, 2010, 03:04:00 am

Title: Mercenaries Returning to Home.
Post by: skiylaroso on October 05, 2010, 03:04:00 am
When i die, my mercenaries should head back to the my home, Tent, Hotel Room, Faction Base, if neither of these are your place of refuge they should return to the nearest bar/Merc recruitment and will join back with you

Its annoying that i myself am weak, and will be aimed for first, but when my NPCs survive and kill the enemies, they dissapear into the wastes, it really makes me go against the whole Mercenary idea.
Title: Re: Mercenaries Returning to Home.
Post by: Surf on October 05, 2010, 05:15:33 am
This is true. It would not only spare lots of time for us GMs, it would be logical and helping for the players.
Title: Re: Mercenaries Returning to Home.
Post by: ProKilleR on October 05, 2010, 07:11:18 am
Yes , this is true , i remembered that 3-4 wipes ago there was that system but mercs came to you when you was on respawn point and that was bad .
Title: Re: Mercenaries Returning to Home.
Post by: Slaver Snipe on October 05, 2010, 11:22:08 am
I play a leader, goes without saying i support this  ;D
Title: Re: Mercenaries Returning to Home.
Post by: jangling on October 05, 2010, 11:46:22 am
I agree- but it should be depended on some sort of OD roll?
Maybe a small chance they fall to the peril of the wastes on the way back.
Just a suggestion.
Title: Re: Mercenaries Returning to Home.
Post by: Ayuta on October 05, 2010, 01:59:33 pm
This is true. It would not only spare lots of time for us GMs, it would be logical and helping for the players.

does it mean u give the mercs back to players ?? if  they get killed ?
Title: Re: Mercenaries Returning to Home.
Post by: Surf on October 05, 2010, 02:14:30 pm
does it mean u give the mercs back to players ?? if  they get killed ?

Ofcourse not. But it often appears that the mercs are stuck somewhere, don't spawn proper if player went into an encounter etc.
Title: Re: Mercenaries Returning to Home.
Post by: avv on October 05, 2010, 02:21:21 pm
Makes sense, but only if they survive the fight against your killer. Having mercs spawn in the Nearest bar/merc recruitment center would be cool actually, unless the bar is in a city that's hostile towards the mercs' master.
Title: Re: Mercenaries Returning to Home.
Post by: LPLimbos on October 06, 2010, 03:49:22 am
It would be good to have that, and instead of automatically spawning in your tent there could be a timer of some sort so it takes like 10 minutes for them to reach your tent, and there could be a OD or luck roll to see how much of em survive or come back.
Title: Re: Mercenaries Returning to Home.
Post by: Gorlak on October 06, 2010, 07:22:49 am
I'm kind of thinking that if there was some mercenary hired into my party, and I were to die...This random thug would much sooner grab anything he could and take off to his own objective, rather than heading to a nearby city, or abode of his recently deceased 'master'. Although, logic should not have bearing on this, as nobody really dies in the wasteland, they just taking a bloody nap and waking up somewhere in the same area.
Title: Re: Mercenaries Returning to Home.
Post by: kraskish on October 06, 2010, 09:13:42 am
I'm kind of thinking that if there was some mercenary hired into my party, and I were to die...This random thug would much sooner grab anything he could and take off to his own objective, rather than heading to a nearby city, or abode of his recently deceased 'master'. Although, logic should not have bearing on this, as nobody really dies in the wasteland, they just taking a bloody nap and waking up somewhere in the same area.

Yep, but in case your enemies died and your own merc was still alive... were discussing that matter...

As for luck or OD roll... its stupid, why? Because no true leader will have enough luck or OD, ok maybe OD, but seriously... you pay for it
Title: Re: Mercenaries Returning to Home.
Post by: Badger on October 06, 2010, 02:36:20 pm
I think this should be the difference between mercs and sexy new F2 style companions that I propose. You can buy Mercs, but they're just hired guns. You die, they leave. The alternative is to recruit Followers in bars - through some kind of technological wizardry they're always within a level or two of you.

You recruit them with a speech roll and they come with you for free. They're not as good as mercs, but they also don't cost anything. Mercs are hired guns, these guys are just travellers who know which end the bullets come out. They can't be told to guard anywhere, nor can they be told to follow anyone else. So Mercs are still preferable in a lot of cases, but Followers are intended to actually follow you around the wastes without you having to worry about how much money you lose if they die.

If you want to go further and add interesting long-term gameplay you'll also allow Followers to respawn after death and level up, so both you and your companions become more skilled as time goes on.

Shit, did I just make Speech useful?
Title: Re: Mercenaries Returning to Home.
Post by: Andr3aZ on October 06, 2010, 02:44:01 pm
I think this should be the difference between mercs and sexy new F2 style companions that I propose. You can buy Mercs, but they're just hired guns. You die, they leave. The alternative is to recruit Followers in bars - through some kind of technological wizardry they're always within a level or two of you.

You recruit them with a speech roll and they come with you for free. They're not as good as mercs, but they also don't cost anything. Mercs are hired guns, these guys are just travellers who know which end the bullets come out. They can't be told to guard anywhere, nor can they be told to follow anyone else. So Mercs are still preferable in a lot of cases, but Followers are intended to actually follow you around the wastes without you having to worry about how much money you lose if they die.

If you want to go further and add interesting long-term gameplay you'll also allow Followers to respawn after death and level up, so both you and your companions become more skilled as time goes on.

Shit, did I just make Speech useful?

(http://myfacewhen.com/images/172.jpg)
Omg this would be so cool and indeed would make speech skill usefull and also the speech perks too.
The more speech skill the tuffer or better guys you can talk into wandering with you but we shouldnt make them better fighters then mercs as you said.
Title: Re: Mercenaries Returning to Home.
Post by: LagMaster on October 07, 2010, 09:01:26 am
speach skill shoud offer you discounts and higher rewards, or some speech rolls for ceratan situations(like the leader's "come at my base"posibility)

ex: higher speech, lower prices for homesteaders adn farmers and why not for cars and merchants
Title: Re: Mercenaries Returning to Home.
Post by: Cultist on October 07, 2010, 03:43:54 pm
I think this should be the difference between mercs and sexy new F2 style companions that I propose. You can buy Mercs, but they're just hired guns. You die, they leave. The alternative is to recruit Followers in bars - through some kind of technological wizardry they're always within a level or two of you.

You recruit them with a speech roll and they come with you for free. They're not as good as mercs, but they also don't cost anything. Mercs are hired guns, these guys are just travellers who know which end the bullets come out. They can't be told to guard anywhere, nor can they be told to follow anyone else. So Mercs are still preferable in a lot of cases, but Followers are intended to actually follow you around the wastes without you having to worry about how much money you lose if they die.

If you want to go further and add interesting long-term gameplay you'll also allow Followers to respawn after death and level up, so both you and your companions become more skilled as time goes on.

Shit, did I just make Speech useful?

I love the followers idea, its frustrating taking such a big cap loss when they die because although the prices aren't too bad they require caps which are usually in short supply. That and leader chars could finally participate in hinkley.
Title: Re: Mercenaries Returning to Home.
Post by: Mudguts on October 07, 2010, 07:12:18 pm
When you die, your mercs would steal all your stuff, draw on your face with magic marker and then rape your corpse.
It makes no sense that they would return to a rally point to meet up with you after you are suddenly magically alive again.

Yes, obviously people who use mercs a lot would support this idea, but it's retarded.
Mercs already don't require a regular wage, what more do you want?
If the mercs respawn after you die, the entire merc system would have to be overhauled to balance it

Title: Re: Mercenaries Returning to Home.
Post by: Cultist on October 07, 2010, 07:49:35 pm
No it wouldn't, mercs are already expensive and if there are a lot of people on and you die it will be a while before you can find enough caps to replace them. If they survive the fight they shouldn't just disappear.
Title: Re: Mercenaries Returning to Home.
Post by: Mudguts on October 07, 2010, 07:54:12 pm
No it wouldn't, mercs are already expensive and if there are a lot of people on and you die it will be a while before you can find enough caps to replace them. If they survive the fight they shouldn't just disappear.

You forgot to adress the part about how it makes absolutly no sense for mercs not to leave after they see their leader shot and killed
Title: Re: Mercenaries Returning to Home.
Post by: Cultist on October 07, 2010, 08:57:05 pm
You forgot to adress the part about how it makes absolutly no sense for mercs not to leave after they see their leader shot and killed

it's a game, none of it makes sense.
Title: Re: Mercenaries Returning to Home.
Post by: Slaver Snipe on October 07, 2010, 09:35:07 pm
Or perhaps the possibility to have mercs be able to be re bought if they survive for a reduced price (i hate lvling a merc to 10+ lvls and then me dying in a random encounter due to a crit and losing many hours of lvling a merc up.)
Title: Re: Mercenaries Returning to Home.
Post by: Cultist on October 07, 2010, 09:45:00 pm
honestly, i spent 5 hours lvling 5 mercs to lvl 4 and one rocket lost me 10k worth of mercs + my time.
Title: Re: Mercenaries Returning to Home.
Post by: corosive on October 08, 2010, 02:45:06 am
Maybe if you die in combat, and your Mercs survive, then should res you... regardless of the replication cooldown, there should be a percentage that determines whether or not you actually die in the wastes or your Merc fixes you up before the replication time, regardless of your negative hit points.

Dunno if that is a fair idea tho.... You get killed by a player, your Merc kills that player. Your Merc rezzes you after... Unfair or what lol...

Maybe Merc's should just come running to heal you up if your low in hitpoints, regardless of TB or RT combat... You get that 1 heal from your Merc every 10 possible minutes if your char is in the yellow, or red...

I liked badgers idea of followers but... it might be too abusable... I mean if we can get free followers why don't we all just make high charisma powerbuilds with a high speech skill and just spam a constant group of followers with you....
 
Title: Re: Mercenaries Returning to Home.
Post by: Slaver Snipe on October 08, 2010, 03:28:15 am
Or perhaps there could be a % chance of them going to your tent when you die depending on the mercs level, 1=10% and it increases by 3% or so a level, gives us another reason to level them and possibly make it worth the time to do so.
Title: Re: Mercenaries Returning to Home.
Post by: corosive on October 08, 2010, 10:50:37 pm
Hmm I agree but no tent spawning... there should be a chance that they reappear once youve gotten out of that medical location, then into the WM. They should possibly instantly just tag you and appear with something like 1hp each and half their ammo :P "Do you know how hard it was to find this fucking place?!" This should only be possible once in a mercs life and not be usable with Slaves and ONLY work if you died in combat and your mercs survived the fight...You get one chance at getting your Mercs back per Merc life so theres a 30% you didnt just lose money...

THis is actually a down side which makes it fair... in this game we can't just implement POSITIVE things... they have to have both a negative and a positive to make them unabusable... hence cooldowns :P and steep requirements, skill checks, etc...

The downside of this is that sure you got your mercs, but now they are fucking mostly dead, forcing you to hang around that square and constantly heal them until satisfied, or else that next combat means you just lost your mercs again!

But hey the prices of Mercs have gone down... i've bought the cheapest unarmed Mercs for about 150 caps!