Mercs

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Mercs

Post by Admin on Fri Apr 24, 2009 7:18 pm

Mercs were meant to work a bit differently in this game.
Instead of a petty cost associated with them I wanted them to really work like mercs should.

You pay them a normal sum for initial start of "contract" and then a turn fee which would be deducted from your income automatically.
Power was meant to be either same as normal soldier or in between normal and super soldier, they'd die as fast as regular soldiers

Purchase process will go on as follows:
During a turn anyone can offer how much mercs they want to buy and for which price (they have to keep ALL of the money they offered to spend on mercs in their bank, otherwise they wont get any at all)
On turn change a set number of mercs will be put out for sale (some multiplier times active or registered players, dunno final number not set)
These mercs will then go to their respective buyers in the order of how much each of the buyers bid for one merc.

Each merc will cost you 10 kuwal per turn and you can discharge them at any moment. All discharged mercs will be available for grabs on the next turn change. You will obviously not receive any kuwal back when you discharge them.

Any limits on how many mercs you can hold? tbh I'm not really against there being no limit since the mercs would have a signifcant cost associated with them, but yeh i might be missing something.
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Re: Mercs

Post by october 17 on Sat Apr 25, 2009 9:27 am

i like the continued cost of them
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Re: Mercs

Post by Nomad on Sat Apr 25, 2009 6:25 pm

You will see people massing others with 100% merc armies and suffering no losses to themselves. Imagine 1 account attacking an 10 man alliance. each member has 3 to 5K men in DEF. S lets say there are 40K men total. So if I can buy enough mercs I can kill 40K men and not lose a single man myself.


I feel that is far to exploitable. My bank holds 500 mill kewal and my income can be 3 mill per turn, so its fesiable for me to support an army of 300K mercs presently. Don't you think that's a bit overpowered?


Personally, If I was a merc, and there were no normal soilders dieing along side me, WHY would I stay and fight? and why would I not keep all the loot, or a portion of it for myself? No one but mercs were there to see it after all.

I personally think there should be limits on mercs % They need leaders.

I also think the % of mercs should corispond to the the % of "loot" that makes it back, so if your farming with a 100% merc strike which yields 0 losses for you in manpower, then a %(5 to 50 depending on the merc%) of the stolen resources are lost forever.
100% merc means you get 50% of the stolen kewal
50% mercs means you get 75% of the stolen kewal
you lose 5% of stolen goods for even having a single merc, hes greedy after all.
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Re: Mercs

Post by october 17 on Sat Apr 25, 2009 6:41 pm

..**whistles** or that % could go to the market eh?
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Re: Mercs

Post by Kenzu on Sat Apr 25, 2009 6:54 pm

Nomad wrote:You will see people massing others with 100% merc armies and suffering no losses to themselves. Imagine 1 account attacking an 10 man alliance. each member has 3 to 5K men in DEF. S lets say there are 40K men total. So if I can buy enough mercs I can kill 40K men and not lose a single man myself.


I feel that is far to exploitable. My bank holds 500 mill kewal and my income can be 3 mill per turn, so its fesiable for me to support an army of 300K mercs presently. Don't you think that's a bit overpowered?


Personally, If I was a merc, and there were no normal soilders dieing along side me, WHY would I stay and fight? and why would I not keep all the loot, or a portion of it for myself? No one but mercs were there to see it after all.

I personally think there should be limits on mercs % They need leaders.

I also think the % of mercs should corispond to the the % of "loot" that makes it back, so if your farming with a 100% merc strike which yields 0 losses for you in manpower, then a %(5 to 50 depending on the merc%) of the stolen resources are lost forever.
100% merc means you get 50% of the stolen kewal
50% mercs means you get 75% of the stolen kewal
you lose 5% of stolen goods for even having a single merc, hes greedy after all.

In Aderan Wars one man cannot mass 10 people, for the sole reason that our awesome game has SUPPLY TURNS. And no matter how awesome one person is, 10 people will most likely produce more income and uu to defeat someone who has 20 times higher population than them.

I think its a good idea to put limits on mercs though.
Maybe mercs can be 10 times the amount of normal soldiers.
if you have more than 10 times more mercs, they will run over to the enemy maybe.
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Re: Mercs

Post by Nomad on Sat Apr 25, 2009 10:49 pm

While I agree with you for the most part, it would depend on the stats/accounts. I could very easily mass 10 accounts with what resources I have. Granted they would be much, much smaller then me, but it could be done.


I just dont like the idea of 100% merc armies. the only thing slowing stat size now is lack of men/need for income. if you can simply buy all your army and use all your UU for income,,,,, Then I'm willing to bet it will happen.
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Re: Mercs

Post by october 17 on Sun Apr 26, 2009 5:56 am

i want mercs to be tradeable
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Re: Mercs

Post by Admin on Sun Apr 26, 2009 8:02 am

mercs fight for the one who pays them the most, they don't become your property just because they start fighting for you.
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Re: Mercs

Post by october 17 on Sun Apr 26, 2009 10:29 am

wel inthat case shouldnt they be able to switch to someone who pays more?
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Re: Mercs

Post by Admin on Sun Apr 26, 2009 10:50 am

yup, you can discharge them and on the following turn they'll join the person who pays the most
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Re: Mercs

Post by Kenzu on Sun Apr 26, 2009 12:40 pm

I say mercs will be payed not each turn, since they already decrease your administrative efficiency, or let them have 1-5 kuwal per turn if that's necessary.

defense mercs and attack mercs should have different upkeeps, since defense mercs usually live longer, and attack mercs are bought and sent to battle (especially if you want to go massing someone). Defense mercs have to be ready for a long time.
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Re: Mercs

Post by Admin on Mon May 18, 2009 8:33 pm

released on test server

power same as supers
die 1.5 times slower than normal soldiers (supers die 2 times slower than normal soldiers)
1 merc for every 3 trained soldiers
min price 150k for attack, 125k for defense
higher payment to attack mercs due to their lower expected lifespan
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Re: Mercs

Post by Magnus on Mon May 18, 2009 9:27 pm

cool lets see what it brings, but all merc armys never succeded :-)
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Re: Mercs

Post by Nomad on Mon May 18, 2009 11:57 pm

well lets just got test this out.
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Re: Mercs

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