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Post Options Post Options   Thanks (0) Thanks(0)   Quote DeathDealer89 Quote  Post ReplyReply Direct Link To This Post Posted: 19 Dec 2015 at 03:09
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Angrim Quote  Post ReplyReply Direct Link To This Post Posted: 18 Dec 2015 at 13:37
Originally posted by Ptolemy Ptolemy wrote:

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.
delete the text you don't need. be sure the quote ends with a closing tag (one of which you have at the end of the quoted bit automatically).

Originally posted by Ptolemy Ptolemy wrote:

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...
if only.

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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ptolemy Quote  Post ReplyReply Direct Link To This Post Posted: 18 Dec 2015 at 06:51
Originally posted by DanSavin DanSavin wrote:

[EDITED]
Hello my name is DanSavin and I'm from Paradox[Aggro].
tl;dr in the end if you are too lazy to read

Today in GC people were talking about mercenaries and how it may or may not work. So here is my structure version for you to judge.

Why developpers should care.
1. Easy to make.
Mercenaries are just another type of units for hire (just like spearmen, bowmen, etc).
They are also on 'Hire Units' list having their resource cost and 0 seconds training time.

2. Can be profitable.
We got skins for cities, skins for players so why not skins for mercs (and potentially normal units)?
Also due to the unit mechanic prestige can be used to augment mercs limit (later in limitations).

3. Interesting for new players.
When we just started we were ovewhelmed by Illyriad (still overwhelmed here). But one thing that is very unavailable for new players is fighting. Yes you can hunt some (small) npc armies. When it comes to serious stuff or defending yourself, armies are too expensive to sustain (long term) and to build.

4. Interesting for old players.
So you send your army from capital to hunt animals. Your neighbour saw that. Now his army hunts your city. Mercenaries can be effective when you need and urgent defending force.

5. Consistent with Illyriad.
Mercenaries are a type of unit that is consistent with Illyriad universe and its vast and complicated mechanics. I think that they wont change the way we play but will enrich the game and make it more dynamic.

Concept.
1. Unit.
Mercenary is a short-term unit that is available to all races and comes in four categories: Spearmen, Bowmen, Infantry and Horsemen. It has an icon and works just like any other military unit under your control; you can add them to an army and you can disband them just as send them far far away to fight. It is a situational unit with low stats but high speed and zero training time. You can use it to protect a defenceless city, or to farm some animals around you.

2. Statistics.
Since mercs are not professional soldiers and dont learn how to fight side by side with others theirstats are lower that normal. Thus their fighting capabilities (Attack) are lower than weakest T1 (first tier unit, ex.: dwarven yeoman) counterpart. They arent rich; their equipment is worn out and their defence is also lower than their weakest T1 counterpart. Their plundering abilities being the same, mercenaries wander alot in the land of Illyria thus their movement speed is slightly higher than their counterparts (technically fastest military units). However they are hired and thats a big plus of mercs.

2. Cost + Limitations.
Mercs value their life thus they demand a high price for their swords. Hiring costs a heavy amount of gold. The duration of training however is zero seconds since you dont need to train these people.
They also got their own equipment so you dont need to get armors or swords.

Here lies one huge problem. Some people will say that 1000 gold is alot for one merc (those whostarted) others (like myself) will say that, citing: 'If a merc costs 1000 gold, i can hire army bigger than this server right now'. So should it be 1k or more?If its too expensive, new players wont be able to hire mercs. If its too cheap, normal army will become obsolete. So there should be limits and those limits do exist (note that limits may be combined in any way).

Easiest method
One idea is to augment the price by adding beer to it. A price of 1 or 2 beers plus 1k gold is morelogic and even more consistent with the universe (because people have to be drunk to be working with you!). It doesnt severely limit new players but limits older players from going wild. Need more limits? No problem! Raise the upkeep to crazy heights (that truly makes a short term merc unit - which is the most logic way to limit this unit).

Surest method
Another idea consists in giving limits to the amount of mercs you can have. For example: you cannot hire more mercs than the population of the city. It is harder to implement because mercenaries will require more coding than other military units.

Contract method
YOPO. You only pay once. Thats right, you pay one huge price once to hire mercs. Use them like you want. However when you pay you decide the contract length - it can be 1 day or it can even be a month! After, the units disappear.

Cap
Adding a cooldown after you get an army of mercs. No matter how big an army you get, after purchase in any city there is a global cooldown of X week(s)/month(s)/etc.

3. Requirements.
Just like any other unit mercs will require some research. I suggest putting it in the 'Quest' tab. Mercenary reearch will require Tavern level 1-5 (even if you hire them in the barracks).

Additional Ideas.
1. Mercenary armies
Intead of hiring a unit, you have an option (in 'Armies' tab) to hire an army. This mercenary army cant be modified (though the option of commander is open for discussion) but otherwise has thelimitations of time/price/upkeep I proposed before.

2. Special units mercenaries.
Previously I discussed military units but same can work just as well with non military units. Why not have scouts that are not very qualified but are instantly available to you?

3. Players' army for hire.
Hard to implement, but some people suggested to give their armies for hire. May work just like trading in the market, but you have to choose armies tab.

tl;dr: I suggest implementing an expensive, weak unit with zero training time.

---------------------------------------------
IMPORTANT -  READ THIS PLEASE
Many considered this idea bad and overpowered since they found it easy to make armies of mercs. As an engineer student i would love to throw some numbers :D
Lets say the merc amount is limited by your population.
You as a pro player decide to hire 30000 mercs and send them to fight. Lets see what happens.

1. If base price is 1k gold (without beer) then you have to pay 30 000 000 right away. Also include the upkeep: it can range from 10 to 50 gph (gold/hour), thus making the hourly cost range from 300 000 to 1 500 000 gold PER HOUR.

2. If you think that you will vanquish all your enemies YOU ARE WRONG. Mercenary force of 30k tropps WONT save your city from a 40k assault of horseman just because the merc unit is the weakest unit from all available to hire. However it can be useful to help main army or to do sneak attacks on defenceless cities.

3. Rich people will kill all of us.Nope nope and nope. They will most probably fight each other. That will add dynamic to the game as well as new tactical options (like enemy can see army coming to his city but he cant know its composition).

4. Also it provides a nice gold sink.
https://en.wikipedia.org/wiki/Gold_sink

IMPORTANT -  READ THIS PLEASE
---------------------------------------------

Thanks for reading.

[Edit 17/12/2015 - added cooldown in limitations]
[Edit 16/12/2015 - Important section with numbers]
 
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 18 Dec 2015 at 06:05
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Shûl-nak Quote  Post ReplyReply Direct Link To This Post Posted: 17 Dec 2015 at 23:08
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 17 Dec 2015 at 15:37
Originally posted by DanSavin DanSavin wrote:

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

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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Post Options Post Options   Thanks (0) Thanks(0)   Quote DanSavin Quote  Post ReplyReply Direct Link To This Post Posted: 17 Dec 2015 at 11:07
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote DanSavin Quote  Post ReplyReply Direct Link To This Post Posted: 17 Dec 2015 at 10:09
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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Rill Quote  Post ReplyReply Direct Link To This Post Posted: 17 Dec 2015 at 05:56
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.

I understand what a gold sink is.  That said, I don't see why Illy needs a gold sink.  I played during the great gold exploit, and tbh in some ways I think the game was more fun with more gold flowing around.  Note that I am NOT advocating exploits, just saying that I don't see a compelling reason to try to pull gold out of the economy; this has actually happened and I didn't notice a bunch of people talking about how much better the game was afterward when there was less gold.

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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Post Options Post Options   Thanks (0) Thanks(0)   Quote Ptolemy Quote  Post ReplyReply Direct Link To This Post Posted: 17 Dec 2015 at 02:23
Originally posted by DanSavin DanSavin wrote:

Well everything pretty much comes back to limitations.

1. You all forget that mercs stats are terribad and a normal army will probably destroy them.

2. I find that the amounts of gold people have on servers is TOO DAM HIGH. We need a gold sink.
You say pay to win I say let them fight. If two players are rich why not have those huge armies fighting with each other until hey are out of gold. At least that will create a sure sink for the resource that is already more than abundant.

3. And then, making money takes some time as well. So by saying pay to win i think you misunderstood the post. YOU DONT HIRE MERCS FOR PRESTIGE. You hire them with gold. Cnat get that from nowhere.

4. Repeating same point again. This is not pay to win. I would like to see you having a 30k merc army that cost you 30,000,000 gold (without beer!) and with an upkeep of 10 gold per unit (thats 300000 gold per hour)
I would like to see how people create insta armies every hour guys.
I will consider changes to the main post 
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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