Trait Brainstorm: Traitor
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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.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.
What if nobody ever asked "What if?"
FleshPeeler . . . Editting 5 times per every 1 post.
FleshPeeler . . . Editting 5 times per every 1 post.
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)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.
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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.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
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.
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.
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.
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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."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.
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.
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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.
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.
FleshPeeler . . . Editting 5 times per every 1 post.
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.
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!
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Good idea, but it sounds like a moral system (good lord no!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.
