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Mercenaries

Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
Forum Description: Got a great idea? A feature you'd like to see? Share it here!
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=6725
Printed Date: 17 Apr 2022 at 13:38
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Topic: Mercenaries
Posted By: DanSavin
Subject: Mercenaries
Date Posted: 16 Dec 2015 at 01:38
[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]



Replies:
Posted By: Lifeless
Date Posted: 16 Dec 2015 at 01:49
I would love to have this, as this could help with defending your cities and so on. We need this in the game. 

-------------
The Undead God, Lifeless


Posted By: Brandmeister
Date Posted: 16 Dec 2015 at 02:41
Terrible idea. Pure pay to win. You wouldn't be able to defeat an opponent as long as their gold held out. They could instantly summon enough units to clear a siege, block a raze attempt, or make a sudden military strike from a previously empty city. Plus it would allow a new player to buy prestige, sell a tome, and instantly produce an army. Tournaments would become a total joke.

If you're a new player who wants an army, build it the normal way. It doesn't take much to have a barracks and sov, if you are willing to spend prestige and gold (a prerequisite for this proposal). For Illyriad, this is a terrible place to make a pay to win shortcut.


Posted By: Ptolemy
Date Posted: 16 Dec 2015 at 04:52
Originally posted by Brandmeister Brandmeister wrote:

Terrible idea. Pure pay to win. You wouldn't be able to defeat an opponent as long as their gold held out. They could instantly summon enough units to clear a siege, block a raze attempt, or make a sudden military strike from a previously empty city. Plus it would allow a new player to buy prestige, sell a tome, and instantly produce an army. Tournaments would become a total joke.

If you're a new player who wants an army, build it the normal way. It doesn't take much to have a barracks and sov, if you are willing to spend prestige and gold (a prerequisite for this proposal). For Illyriad, this is a terrible place to make a pay to win shortcut.
 
This Sums up what I said in GC. Another problem would be that we would need the Devs to sacrifice a good deal of time that needs to spent elsewhere. Also Say you had 20 cities. If you could get 30K troops per city in no time at all, the possibilities become endless. The capability for war becomes huge. With the only limits being your imagination and your cash.


Posted By: Tensmoor
Date Posted: 16 Dec 2015 at 07:54
I agree with Brandmeister and Ptolomey. Illy is not an 'instant' game, it takes time and effort to achieve high levels (but no time to start enjoying and learning).


Posted By: Solanar
Date Posted: 16 Dec 2015 at 13:45
You could add extra limitations to stop it from being crazy. For instance, make the maximum merc army size half the city population minus the number of regular troops already available. So someone with tons of troops already can't hire any, but someone who was defenseless can at least get something together in a hurry by paying extra. 


Posted By: BARQ
Date Posted: 16 Dec 2015 at 14:58
mercenaries don't stay your servents forever . so if Devs are really going to implement this than why not set a max time for mercenary units after which they'll automaticly disband

Btw i don't support this idea


Posted By: Ptolemy
Date Posted: 16 Dec 2015 at 15:12
Sol even with that limitation, sieges would become meaningless. You get the instant tropes, send them to die, repeat. Keep on doing till your gold runs out.


Posted By: Brandmeister
Date Posted: 16 Dec 2015 at 15:26
Yeah, you need them for the time it takes to move one square from your city.


Posted By: Lifeless
Date Posted: 16 Dec 2015 at 17:18
I disagree, I believe this is a magnificent idea. But of course it would have to have limits on the amount you can have. Like your relationship with the faction you are recruiting from. 

-------------
The Undead God, Lifeless


Posted By: Samalander
Date Posted: 16 Dec 2015 at 18:49
  Thumbs Down  If you want instant troops and tp spend money to win  play Evony.  I'm sure they will be opening another server soon.


Posted By: DanSavin
Date Posted: 16 Dec 2015 at 19:43
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 


Posted By: DanSavin
Date Posted: 16 Dec 2015 at 20:04
Originally posted by Ptolemy Ptolemy wrote:

Originally posted by Brandmeister Brandmeister wrote:

Terrible idea. Pure pay to win. You wouldn't be able to defeat an opponent as long as their gold held out. They could instantly summon enough units to clear a siege, block a raze attempt, or make a sudden military strike from a previously empty city. Plus it would allow a new player to buy prestige, sell a tome, and instantly produce an army. Tournaments would become a total joke.

If you're a new player who wants an army, build it the normal way. It doesn't take much to have a barracks and sov, if you are willing to spend prestige and gold (a prerequisite for this proposal). For Illyriad, this is a terrible place to make a pay to win shortcut.
 
This Sums up what I said in GC. Another problem would be that we would need the Devs to sacrifice a good deal of time that needs to spent elsewhere. Also Say you had 20 cities. If you could get 30K troops per city in no time at all, the possibilities become endless. The capability for war becomes huge. With the only limits being your imagination and your cash.

Easy to make. Mercs are a copy paste code from other units with slightly changed values on build time, stats and upkeep.


Posted By: Brandmeister
Date Posted: 16 Dec 2015 at 23:11
Originally posted by DanSavin DanSavin wrote:

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.

That's right. Fight until they are out of gold. Not fight until the superior strategist wins. Your idea would reduce it to a gold brawl.

Originally posted by DanSavin DanSavin wrote:

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.

Completely wrong. I can sell a 75 prestige scrap in Centrum for between 20,000,000 and 25,000,000 gold. I can instantly convert cash money to prestige, instantly convert prestige to gold, and instantly convert gold to troops. That's the very definition of pay to win. It removes even the slightest element of skill from a game.

Originally posted by DanSavin DanSavin wrote:

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.

$3 USD = 20M gold = 20k instant troops? If I'm besieged, I don't care about upkeep. Those troops will all be dead in 5-8 minutes. There are a lot of players who would happily pay $20-50 to break a siege. For tournaments, I'd just move a city near the square, and troop bomb it with cash. I don't even know why you'd bother paying upkeep on ordinary troops, when you can just poof armies into existence with gold, via prestige, via cash.

Whatever game you want to play, I don't think it's Illyriad.


Posted By: Ptolemy
Date 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.


Posted By: Rill
Date 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?


Posted By: DanSavin
Date 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


Posted By: DanSavin
Date 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


Posted By: Rill
Date 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.


Posted By: Shûl-nak
Date 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.. http://elgea.illyriad.co.uk/#/Alliance/Faction/46" rel="nofollow - these lot..?


Posted By: Rill
Date 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.


Posted By: Ptolemy
Date 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.


Posted By: Angrim
Date 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.


Posted By: DeathDealer89
Date 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.  

  


Posted By: Gragnog
Date Posted: 20 Dec 2015 at 14:53
As much as this sounds like a nice idea it will do nothing but enhance the power of the large inactive alliances with all their perma sat accounts who just generate gold and equipment for them. They already have made so much gold through the taxing of those accounts that bringing in another element that favors them and excludes new and smaller alliances just makes it so that the dwindling active player base will decline even further as new players will never be able to compete in any events.

The only way it would work is for gold reserves to be depleted by the devs and only newly generated gold would become a part of the game. Now that is not going to happen as the players will moan and moan because their cash cows will be eliminated and the smaller upstart alliances and players will become powerful due to their ability to actually play and wars will bloom. As it is now there are a few prestige players who stifle the game and thus actually preventing a much larger base of prestige buyers from entering the game.


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Kaggen is my human half


Posted By: Inferno
Date Posted: 21 Dec 2015 at 15:36
I like the idea of mercenaries but instant troops equals instant power, and instant power however small is bad IMO, so no to that part of the idea.

However, being able to "recruit" faction troops at hubs (the good old fashioned way) is a really good idea, they would cost gold and/or other basic resources to produce them, so here is your gold sink. 

Faction troops having different stats than those of the players and the ability to recruit those for gold and resources directly without resorting to t2 resources I think would offer some more depth to the game.

The cost and production time OFC should be somewhat similar to those of regular troops, meaning when you strip down say t2 cavalry to it's actual gold cost, the faction counterpart would be within that range, if not higher, since those are extra troops that you can recruit outside your barracks, same for production time.

Just a comment on the "meaning when you strip down say t2 cavalry to it's actual gold cost, the faction counterpart would be within that range" part, maybe have the faction troop costs tied to the market prices of their player counterpart troops t2 res requirements? like whenever the average price of say saddles rise or drop in the market, the faction cavalry unit price would adjust to that, that way their costs will always be somewhat relevant.


Posted By: demdigs
Date Posted: 21 Dec 2015 at 17:27
I believe that if factions are involved with mercenaries i believe that faction standings must be involved, if a faction hates u at -90 standings they would not provide u with mercenaries, additionally, the cost per unit should be tied to the standings, ie, if u are 0 standings with the faction it should cost more then if u are +90 with the same faction. Which would make choosing which factions and the setup of your alliance much more important. 


Posted By: Shûl-nak
Date Posted: 21 Dec 2015 at 18:55
After reading the other posts and thinking on it a bit more, I thought I'd offer something a bit clearer on the subject.

Mercenaries & Balance

Instant troops for gold is a pay-to-win exchange that would damage the game, making prestige items effectively translate into large armies on the fly. I feel that a player focussed on, let's say, gold accumulation via advanced resource production and trade, should never be able to come close to the capabilities of a player whose cities are geared for military production at a moment's notice.

But the mercenary system would allow them some recourse, and throw more variables into play when considering conflicts.

It would be totally possible to implement this system fairly so long as sufficient restrictions are in place.There have been a number of good suggestions in this thread for tackling those issues:

1. Buying mercenaries is restricted to faction hubs staffed by your traders. Mercenaries must journey from said hub to your faction's city before they can be used, mitigating 'instant army' issues.

2. Player standing with faction: too low and they will not sell to you at all; higher standing might open up larger numbers of mercenaries for trade, or offer a wider selection of troops, as well as better prices.

3. Stock of mercenaries available. This would be a vital variable for controlling the impact of mercenaries on the various scales of warfare in Illyriad. A small scuffle between two players might hinge on the strength of a 'surprise' merc army; an alliance-wide conflict with armies numbering in the tens of thousands would be less impacted by them.

3.1. Certain units might only be available as rewards from faction quests at higher standings, offering a small number of more powerful units that are otherwise unattainable, similar to the orcs' wolf-providing quest. Accumulation of these powerful soldiers would be possible, then, but as a result of time and effort invested in factions, not simply by throwing gold at things.

4. Cost of mercenaries; some might demand a gold lump sum as well as upkeep p/h; others might have more unusual demands, such as rare gathering items or crafted equipment - these non-gold exchanges might be handled exclusively via the Faction Quest system. Warlike factions would no doubt offer troops as rewards more frequently.

5. Unit effectiveness. There are multiple ways of approaching this: a look at puzzleslogic's troop stat charts will show you that. The troops might be on par with your own soldiers, but cost a ludicrous amount to keep. Or maybe they have high attack and cavalry unit-type, but they still move much slower than your own cavalry.

So Why Bother?

Having put all these restrictions in place, you might wonder what the point of having these troops is at all.

Well: a city who is not packing military production sovereignty and a L20 barracks can still gather up some troops at a faster rate than they could otherwise. I'd argue it's better to inflict losses and lose than simply lose.

A city that is packing troop sov could buy a few extra troops for a little extra punch, should they so wish. However, it would likely be the case that their gold would be better spent on continuing to produce their own troops at a more efficient exchange rate of res/gold/time:atk/def rather than fork out extra for a meagre boost.

Non-humanoid units, and units with magical powers, could become available for use, giving players reason to consider a broader range of equipment, such as magic defense/bonus vs monstrous and the like.

Certain units could also have powerful bonuses on ultra-specific terrain sets or conditions, such as only when attacking animals in jungle forests, or defending arctic mountains from orcs... The abundance of boar spears means I can only mourn for any player who ends up with an army full of animals, though.

Last but by no means least, the rule of cool. As an orc player I'd love to have an army of ogres, trolls, goblins, orcs, and all the other greenish nasties at my disposal.

To Conclude

Factions are distributed all across Illyria, so players of all types will end up dealing with them in one way or another. So long as we acknowledge and then avoid implementing the obvious imbalances the merc system could promote, such as a limitless pay-to-win army system, what could possibly go wrong..?



Posted By: demdigs
Date Posted: 21 Dec 2015 at 19:00
To expand on my idea, prices would be very expensive per unit when -90, and very cheap when +90. I would say 4000 gold per hour per troop when -90, with a limit of 100 troops  at 0 faction standings u can pay 500 gold per hour with a total amount of troops being approximately 5000 troops. With +90 faction standings the gold per hour being 5 gold per hour with a limit of 100k troops. I believe that it should be closer to a bell curve, with the 90's being extremes in limits in gold per hour and the amounts of troops allowed to purchase  


Posted By: Canesrule
Date Posted: 22 Dec 2015 at 13:17
Being able to hire mercs from Factions will mean that players with deep pockets will be able to buy prestige, sell it and have large gold reserves as a result of these sales. This in turn makes it possible to hire huge merc numbers. It just makes the game Pay to Win.


Posted By: Inferno
Date Posted: 22 Dec 2015 at 20:14
Well, we could do away with the whole faction troops cost "something" and have the factions pledge a certain number of troops to the player depending on the player's standing with the faction, the troops are basically free and you only pay their upkeep cost, so factions will be somewhat like the player's bannermen.

Like say you can recruit 100 faction units from nearby factions,  i.e. you can recruit faction troops either at a city or a faction hub if these two are within certain range of one another, they're still bound by recruitment time, they do NOT recruit instantly, and the higher your standing either the more troops they can pledge or the lower their upkeep cost becomes.

That way faction troops wouldn't be limited by how deep a player's pocket is and as these troops would be basically free I think they'll be great help to new players, since getting troops early game isn't exactly an easy thing for a new player especially that you don't exactly know what you're doing and end up losing a lot to experimentation.

That and it would be a cool thing, tho not very useful for larger players i'd think, however there is still the current faction system of them roaming the land, bullying ppl, and hopefully they'll be getting more specific as to whom they'll bully in the future :)


Posted By: Ptolemy
Date Posted: 22 Dec 2015 at 20:20
That would be interesting, help the new players, while make it relatively useless for bigger ones.


Posted By: Lotharblack
Date Posted: 23 Dec 2015 at 10:03
I thought this game already had mercenaries . Go ahead and pay another military player and you can use his troops. Sandbox , dah. What we really need is unit diversity and new stuff to keep us interested. That's why i believe people got excited by the idea of mercenaries. 

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Lord Loth


Posted By: Angrim
Date Posted: 23 Dec 2015 at 13:36
Originally posted by Lotharblack Lotharblack wrote:

I thought this game already had mercenaries . Go ahead and pay another military player and you can use his troops. Sandbox , dah.
the mercenary role has been tried by players several times, unsuccessfully. because illy requires players to support military units with cities, a mercenary company has, by definition, a base of operations that is vulnerable to punitive action. typically, "neutral" mercenary companies have managed to keep their neutrality until they accept their first major contract, after which they are de facto affiliated with one side or the other and treated as such. because faction hubs are invulnerable to player attack, faction mercenaries can operate in this role with impunity.



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