Mercenaries |
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DeathDealer89
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Joined: 04 Jan 2012 Status: Offline Points: 944 |
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Posted: 19 Dec 2015 at 03:09 |
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Make each hub have a certain number of mercs.
Namely armies of 100, 1k, 10k, 100k able to accept one set of orders and then another when they return. Then make players bid on it. The market will set the price, in peace 1k per troop may be common, in war I'm sure it will explode to like 100k per troop. It also provides for a use of for faction standing since having a 50% discount on troops would be huge. You could also add extra things such as each hub has an amount of troops related to the size of trade in the faction. I remember seeing something about faction cities at one point. If those get added then they would also be part of it. This would mean having traders in hubs all over becomes more important. |
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Angrim
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Joined: 02 Nov 2011 Location: Laoshin Status: Offline Points: 1173 |
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Posted: 18 Dec 2015 at 13:37 |
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it would be good, i think, to have an emissary quest to recruit local faction forces to one's cause, with results based on one's faction standing. this would give the quest mechanic some relevance to the game. |
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Ptolemy
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Joined: 02 Nov 2015 Location: Canada Status: Offline Points: 133 |
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Posted: 18 Dec 2015 at 06:51 |
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Sorry for quoting the entire text, I don't know how to do a single part. So the part I'm quoting is the part between the IMPORTANT-Read This Please. 1. Getting 30M gold is not overly difficult. And beer is relatively cheap. Price is around 80 gold per beer. So for 30K troops it would cost around 32.4M-34.8M(depending on if it is one beer or two beer to make). Again, if you are being sieged, upkeep doesn't matter since you would send them to be killed, by having them destroy your sieges for you. 2. There is no real value defending your city from a direct attack, since all it will do is take some basic res if they win, and reveal the type and number of troops you have if they lose. 3. Why would rich people kill each other, purposely? Can you guarantee they will fight each other? No, you are just guessing. This is my hypothesis, based of off information gathered in GC, AC, forums and the views of certain militarised players. PvP in Illy favours the defender, with all the work required behind breaking a siege is scouting, than clicking a button that sends troops to kill. For setting up sieges, you need to coordinate with your allies, sending troops so they arrive at almost the same time, for most effective use. This can mean waking up at odd hours in the night, or have to do it at work. That is more complicated and stressful that scouting and clicking a button. While sitters can help, it requires a certain measure of trust. Giving the ability to instantly create troops with a high upkeep would be a huge drain on gold if you sent them to set up sieges, way easier to break sieges. Knowing that your opponent can create their pop's worth in troops instantly for less gold than it takes to create cav units would make sieges less happy in sending sieges, they might even decide not too. Mercs could cause less PvP overall, and any that do favouring the ones with the deepest pockets, not those with the best strategies. This is a possibility, not saying it is true, or guaranteed to happen, it is an possibility.
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 18 Dec 2015 at 06:05 |
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It might also be interesting to have a faction quest system with some sort of pledge of support from factions given as a result of completing quests. Once we can influence faction standing that might happen automatically, but it also could be interesting to have something along the lines of "completion of this quest will result in you being able to call on 10k cavalry" (subject to marching time from the hub) or something of the sort.
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Shûl-nak
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Warpainter Joined: 23 Dec 2014 Status: Offline Points: 197 |
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Posted: 17 Dec 2015 at 23:08 |
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Was it not mentioned that troops might be a tradable commodity at some point by the devs?
I think mercenaries would best be tied to factions, rather than as purchasable from your own cities. Pay rates and stock might be determined by the troop's quality, the amount of trade at that faction's hubs, how many active armies the faction has in the field, and your standing with said faction. Perhaps even seasons - hungry northmen willing to fight for a coin are easier to find in winter when supplies are scarce, while the more luxurious mercenary outfits would rather spend them tucked up somewhere warm with a nice glass of wine. You would pay a lump sum for the troops, but might also have to pay for their (presumably high) upkeep while they journey from the faction hub to your city, where they join your standing army as commandable troops. Geographical limits would also help mitigate the 'I instantly bought an enormous army and now have it in my city ready to go' problem. Even if you're a wealthy trader looking to hire a large mercenary army, you might need your traders to search far and wide to accommodate your needs, and take into account travel times as one might consider build times. Certain hubs would offer almost no goods trading (as they currently do), but they might market mercenaries from several different factions, or belong to a warlike faction who consistently puts out high numbers of troops for purchase. Perhaps mercenaries themselves could be a commodity, with players making profits by selling them between hubs with low/high demand, or even to other players. By tying the mercenary pool to some factors that are within player control like trade hub wealth, and whether to suppress faction numbers by actively attacking their armies, it might avoid the problems of having an endless supply of instantly available mercenaries to purchase. I'd argue that this should go hand in hand with a revision of Faction Hubs being currently impregnable. Assassins should be able to target traders, thieves to steal resources, and obviously, more military actions should affect them. Now, the trading of player units might operate by the same token with trade of units being tied to hubs, but I feel like player army trading would need to be subject to some stricter regulations to avoid potential abuses. Things like an army morale system, or reduction in troop effectiveness/increases in cost/upkeep for buyers, or maybe that one has to sell troops directly to the NPC factions who can then release them into the market as they see fit. Perhaps player troops could be sold on loan, so weeks-long missions would be not only disastrously wasteful in terms of gold, but also infeasible as contracts end and your mercs now happily turn tail and walk home. Like others who've outlined the problems with the OP's suggestion, I don't believe it would be fair to have sufficient means in game for alliances to overpower strategy with sheer weight of numbers & gold, which is why I think the player merc market need such restrictions. But if they really want to win one key battle while their merc army - cobbled together from hubs up and down Illyria over the course of a few weeks - burns a disproportionately huge hole in their coffers, more power to them. It would be an exciting change with far-reaching - and maybe disastrous, if poorly implemented - consequences for the Illyrian wargame. Nothing says 'you're finished' more than an army of.. er.. these lot..? Edited by Shûl-nak - 18 Dec 2015 at 01:21 |
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 17 Dec 2015 at 15:37 |
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If you think of "gold" as being a unit of currency (which is essentially what gold is in Illy) such as "yen" in fact there is probably far less gold in Illy than the equivalent in yen in the real world. The fact that some people accumulate large amounts of gold has far more to do with the diversity of playstyles in Illy than it does some characteristic of the gold economy. That is, relatively peaceful players tend to accumulate large amounts of gold, since they spend less of it on building and maintaining armies. (Depending on the disposition of the player -- some players who rarely war nevertheless maintain large standing armies that absorb a lot of gold.) More warlike players go through a lot more gold, building and maintaining and using large armies. More peaceful players who tend to accumulate gold often don't particularly enjoy war (or they would be doing more of it). More warlike players are already using large amounts of gold building and maintaining troops; having the ability to buy troops with gold might accelerate wars, but result in longer periods of relative peace while these players rebuild their resources. There have already been wars in which demands were made of the losing side to compensate the winning side with gold and other resources in order to end the war. This includes, to my chagrin, the last server-wide war. I think that policy tended to prolong the war and made it less fun for those on the losing side, as well as those on the winning side who would have preferred a quicker peace. Having troops one could hire for gold could increase wars essentially for extortion, with people taking the chance that others would prefer to fork over a protection fee rather than have to spend on troops. It's possible that some people might enjoy this, but I think a fairly large segment of people would find it unfun.
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DanSavin
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Joined: 06 Jun 2012 Location: Canada Status: Offline Points: 25 |
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Posted: 17 Dec 2015 at 11:07 |
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Im considering rewriting the post having all the weak points you guys showed me.
For now tho im reading the comments and trying to make the idea more interesting and viable :) So please if possible comment on things you dont like or like. Thanks |
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DanSavin
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Joined: 06 Jun 2012 Location: Canada Status: Offline Points: 25 |
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Posted: 17 Dec 2015 at 10:09 |
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Honestly for me, gold sink is just a minor argument and I didn't watch it indepth.
For now I see gold sink more as a reality bonus since really it seems that Illy got more gold than whole earth combined and multiplied by some very big number |
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Rill
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Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Posted: 17 Dec 2015 at 05:56 |
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Having some form of tradeable troops or hireable mercenaries is an interesting idea. Whether it would work well would depend on how it were implemented. That said, I found your suggestion that Illy needs a gold sink to be less than compelling. The sales tax in the market in Illy is already a bit of a gold sink, as is players going inactive and leaving unstealable resources in trade hubs. What positive results do you think there would be for having an additional gold sink in Illyriad?
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Ptolemy
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Joined: 02 Nov 2015 Location: Canada Status: Offline Points: 133 |
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Posted: 17 Dec 2015 at 02:23 |
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So many things wrong with that statement, I don't know where to start. First of, it doesn't matter if the Mercs aren't as good as normal, the fact they are instant, makes it better. Secondly, it won't be two players against each other, it will be way larger. Third, You can convert prestige to gold easily, without any real effort. A tome can be converted to 1B gold. That is 1B troops instantly. How is this not pay to win? A large alliance can fund this, a player can. It all comes down to who has the deepest pockets.
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