Mercenaries |
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Samalander
New Poster Joined: 24 Dec 2012 Location: oregon Status: Offline Points: 39 |
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Quote Reply Posted: 16 Dec 2015 at 18:49 |
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If you want instant troops and tp spend money to win play Evony. I'm sure they will be opening another server soon.
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DanSavin
New Poster Joined: 06 Jun 2012 Location: Canada Status: Offline Points: 25 |
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Quote Reply Posted: 16 Dec 2015 at 19:43 |
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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 |
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DanSavin
New Poster Joined: 06 Jun 2012 Location: Canada Status: Offline Points: 25 |
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Quote Reply Posted: 16 Dec 2015 at 20:04 |
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Easy to make. Mercs are a copy paste code from other units with slightly changed values on build time, stats and upkeep.
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Brandmeister
Postmaster General Joined: 12 Oct 2012 Location: Laoshin Status: Offline Points: 2396 |
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Quote Reply Posted: 16 Dec 2015 at 23:11 |
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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.
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.
$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. |
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Ptolemy
Wordsmith Joined: 02 Nov 2015 Location: Canada Status: Offline Points: 133 |
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Quote Reply 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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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Quote Reply 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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DanSavin
New Poster Joined: 06 Jun 2012 Location: Canada Status: Offline Points: 25 |
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Quote Reply 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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DanSavin
New Poster Joined: 06 Jun 2012 Location: Canada Status: Offline Points: 25 |
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Quote Reply 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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Rill
Postmaster General Player Council - Geographer Joined: 17 Jun 2011 Location: California Status: Offline Points: 6903 |
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Quote Reply 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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Shûl-nak
Wordsmith Warpainter Joined: 23 Dec 2014 Status: Offline Points: 197 |
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Quote Reply 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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