Trait Brainstorm: Traitor

Brainstorm ideas of possible additions to the game. Read this before posting!

Moderator: Forum Moderators

Forum rules
Before posting a new idea, you must read the following:
FleshPeeler
Posts: 162
Joined: June 19th, 2006, 8:37 pm
Location: A mystery wrapped in an enigma smothered with a three cheese blend.
Contact:

Post by FleshPeeler »

Dragon Master wrote:I would like Sangel's idea if your oppenent chose to recruit your mercenary, you could choose to top his bid, and so on.
Thought of this as well, but then I remembered that in MP, it is preferable for you to have no actions at all when it is not your turn.
What if nobody ever asked "What if?"

FleshPeeler . . . Editting 5 times per every 1 post.
Dacyn
Posts: 1855
Joined: May 1st, 2004, 9:34 am
Location: Texas

Post by Dacyn »

FleshPeeler wrote:Thought of this as well, but then I remembered that in MP, it is preferable for you to have no actions at all when it is not your turn.
So you can have a maximum bid, like on ebay... or you could have an auction spanning multiple turns (but this would make the unit less likely to be useful when it is finally recruited)
User avatar
Sorrow
Posts: 230
Joined: July 25th, 2006, 12:07 am
Contact:

Post by Sorrow »

A) I don't like it
B) Merc trait would have to come with all other traits smashed into it also... otherwise it wouldnt be worth the trouble.
User avatar
JW
Posts: 5047
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

Sorrow wrote:A) I don't like it
I'm sorry guys, but Sorrow says he doesn't like it. It won't be going into mainline.
User avatar
Sorrow
Posts: 230
Joined: July 25th, 2006, 12:07 am
Contact:

Post by Sorrow »

JW wrote:
Sorrow wrote:A) I don't like it
I'm sorry guys, but Sorrow says he doesn't like it. It won't be going into mainline.
I AM DA LAW!
User avatar
JW
Posts: 5047
Joined: November 10th, 2005, 7:06 am
Location: Chicago-ish, Illinois

Post by JW »

Sorrow wrote:I AM DA LAW!
You all heard him. Nothing more to see here. 8)
Darth Fool
Retired Developer
Posts: 2633
Joined: March 22nd, 2004, 11:22 pm
Location: An Earl's Roadstead

Post by Darth Fool »

I think mercenary would be fun if implemented in the following way: Each time the unit is recruited, it stays where it is and keeps its current health/xp, it just changes sides, but the cost to recruit it goes up by some amount (5gp seems reasonable). I do think that mercenary would need to be a scenario specific trait, however.
YbeRn00b
Posts: 144
Joined: April 3rd, 2006, 8:56 pm

Post by YbeRn00b »

If the cost of the mercenary increase every time it is "recruited", this might work without ruining gameplay.
Phoenyx
Posts: 7
Joined: July 18th, 2006, 4:06 pm

Post by Phoenyx »

Would it be eaiser, for balance and implementation reasons, to limit the mercenary unit(s) recruitment to a specific keep/village/map feature?

It solves the "no actions for inactive players" problem. If you don't protect the merc camp, you can expect the units to be bribed away from you. But if you do protect the camp, you could be paying upkeep on units that may not see battle at all.

It would all be possible in WML, right?

This may be a way to toy with "sub-commanders", albeit only with AI. Mercenary camps with their own leader/teams. They fight for whoever paid them last, or perhaps for a limited number of turns? It might give skirmishers too much power, however. Very easy to sneak them behind the front lines to pay-off the commander.
User avatar
Sorrow
Posts: 230
Joined: July 25th, 2006, 12:07 am
Contact:

Post by Sorrow »

It will ruin the game in one swoop. Being able to buy units that are gauriding enemy villages, buying troops protecting key points, buying units protecting mages. If you have more gold you can punch a hole in his line and kill all his units, then who cares if next turn he can buy them back... this is really stupid.
User avatar
irrevenant
Moderator Emeritus
Posts: 3692
Joined: August 15th, 2005, 7:57 am
Location: I'm all around you.

Post by irrevenant »

Sorrow wrote:It will ruin the game in one swoop. Being able to buy units that are gauriding enemy villages, buying troops protecting key points, buying units protecting mages. If you have more gold you can punch a hole in his line and kill all his units, then who cares if next turn he can buy them back... this is really stupid.
Firstly: Please keep it civil - "I think this is a bad idea 'cos..." is better than "It will ruin the game... this is really stupid."

Secondly, a big problem I see with the idea Sorrow's talking about is that it skews the balance in favour of the player who's already winning. Normally a player who had a bad start could dig in and fight back, but if gold dominates that can't happen.

Thirdly, I thought the idea was that this was to be a unit special of a particular unit (a mercenary). Presumably the mercenary would kick butt, but could be bought out from under you.
FleshPeeler
Posts: 162
Joined: June 19th, 2006, 8:37 pm
Location: A mystery wrapped in an enigma smothered with a three cheese blend.
Contact:

Post by FleshPeeler »

The original idea was a unit which did by some means turns upon you. Mercenary is a pretty big variation of this . . . a mercenary pledges no allegiance to either side so being able to buy them away doesn't make them traitorous.

It would be funny if a unit with Traitorous left your side as soon as you put it into a compromising situation . . . like walking through water to attack 4 Nagas.
What if nobody ever asked "What if?"

FleshPeeler . . . Editting 5 times per every 1 post.
Toadhead
Posts: 14
Joined: June 23rd, 2006, 11:25 pm
Location: the Netherlands, Elst (gld)

Post by Toadhead »

Hm perhaps a quite interesting idea.
Every unit will have a "loyalty" stat. If you use a unit to attack an enemy the unit will lose some loyalty. If the unit gets attacked it'll even lose more loyalty. If another units die within a small range this unit will also be less loyal (if you see alot of your fellow soldiers die you wont be too happy). Ofcourse the loyalty can also go up when succesfully eliminating enemy units.

If the loyalty reaches 0 the unit will automaticly surrend to the first unit with a bribe ability who reaches it.

Loyalty can also decrease attack power. Also there might be some other ways to keep them happy, for example paying the units some gold will make them more loyal to the leader. Also a powerfull leader could make other units loyal (or if units stand next to the leader etc.)

Ofcourse this has to be worked out abit so it wont effect the gameplay too much and so its adds some nice strategy without it'll become too difficult and complex.
[censored] YEAH!
Dragon Master
Posts: 1012
Joined: February 11th, 2006, 1:04 am
Location: Somewhere

Post by Dragon Master »

Toadhead wrote:Hm perhaps a quite interesting idea.
Every unit will have a "loyalty" stat. If you use a unit to attack an enemy the unit will lose some loyalty. If the unit gets attacked it'll even lose more loyalty. If another units die within a small range this unit will also be less loyal (if you see alot of your fellow soldiers die you wont be too happy). Ofcourse the loyalty can also go up when succesfully eliminating enemy units.

If the loyalty reaches 0 the unit will automaticly surrend to the first unit with a bribe ability who reaches it.

Loyalty can also decrease attack power. Also there might be some other ways to keep them happy, for example paying the units some gold will make them more loyal to the leader. Also a powerfull leader could make other units loyal (or if units stand next to the leader etc.)

Ofcourse this has to be worked out abit so it wont effect the gameplay too much and so its adds some nice strategy without it'll become too difficult and complex.
Good idea, but it sounds like a moral system (good lord no! :P), but why would a unit be less loyal if it attacks an enemy?
Post Reply