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Mercenaries, the building, the hiring, and the cost

Posted: Thu Aug 20, 2015 3:05 pm
by Calibear
Prior to my mounted mercenary, I would like to suggest the mercenaries.
We have also discussed the "neutral barracks" which can be related to this.

Mercenary Building: The mercenaries' tavern
Here we hire the mercenaries
If anyone wants to create the image, pls post at "NEW UPGRADES SECTION" so we can handle the traffic.

Mercenary Hiring:I suggest it would be similar to creating units like in TCs etc.
We will still wait for turns until the mercenary is prepared to serve you.

Hiring Cost: Money Couriers should be the KEY (So its their time to shine the $$$ ¥¥¥ €€€ £££)
You need one money courier to hire any specific mercenary (Why only ONE?)
Coz there are still turns to wait in order to get your mercenary 8-)

Any Ideas, Suggestions and Reactions are very welcomed

Re: Mercenaries, the building, the hiring, and the cost

Posted: Thu Aug 20, 2015 3:41 pm
by Darkknight
How will the money couriers be used? Will they need to enter the tavern or will it have to go next to it and can switch option (like how a worker changes from non building to building mode) and click the tavern?

Re: Mercenaries, the building, the hiring, and the cost

Posted: Fri Aug 21, 2015 3:57 am
by Calibear
Yes, they should enter teh tavern similar to vending masheens and coin slots.

BTW we need to hear admin if this could be possible/ easy enough.

I am thinking of the tavern like capturing a TC but instead the Money Couriers are the only ones who can enter (So no one can garrison or hide at the tavern).
Since as the money couriers enter the tavern, the tavern is captured and you can hire.
Then as your hired unit comes out of the tavern (After the preparing turns), the tavern will return as neutral again(so any players bot enemy/ally can hire there)

If you are currently waiting for hired unit, and an Enemy Player put their Money Couriers, then your unit to be hired is "outsold/overbid" by your Enemy Player so you just lost your Money Courier.

Despite that the Enemy Player can do that, your allied players cant do that while you are waiting for your hired mercenary.

Re: Mercenaries, the building, the hiring, and the cost

Posted: Fri Aug 21, 2015 6:57 am
by Darkknight
Maybe the number of tavern could be the same as the number of players (AI and humans) to make taverns more rarer to get and requires you to protect it well.

Re: Mercenaries, the building, the hiring, and the cost

Posted: Fri Aug 21, 2015 7:05 am
by Calibear
Hmmm, Let's make it MOAR rarer then ;)
The number of taverns will be HALF of the total number of players
So that the Competition adds flavour to the Multiplayer

If the number of players are odd numbers (Let's say 3 or 5)
That will be more rare (Turned as 1 or 2 respectively).

Re: Mercenaries, the building, the hiring, and the cost

Posted: Fri Aug 21, 2015 9:12 am
by Darkknight
All mercianaries should have spell resistance 0% because they are only working for money not for royalty

To all Suggestions for Mercenary Units

Posted: Fri Aug 21, 2015 9:43 am
by Calibear
Yes and they "MUST" be 0 Spell Resistance, others should take note of it when they are going to create other types of Merc Units.
So far we have Marauder and Tunneler recently, and more to go. 8-)

Heads up for New Players who want to play Multiplayer

Posted: Fri Aug 21, 2015 12:34 pm
by Calibear
I would propose the Mercenary Idea so for the Gemless Players don't need to collect gems to unlock upgrades especially in multiplayer.
Since the Money Courier is less used, I would suggest to decrease its Gem Cost so New Players will easily buy this one and head straight multiplayin. (Making it free giveaway seems Decrease/Depreciate the value of game)
Also I suggest to reposition it as early upgrades in the Upgrades Section so they can grab it right away.

Less requirements=Less Gap vs Old Players= Balanced Multiplayer.

Mercenary Tavern

Posted: Fri Aug 21, 2015 5:49 pm
by Calibear
This recently being discussed, so the other topics should be merged here.
If someone can make an Image for it, I'm delighted to see.
Here we hire the mercenaries.
Available only in Multiplayer.
Pre existing on the map like TCs and can't be built by workers.

Re: Mercenary Tavern

Posted: Fri Aug 21, 2015 6:37 pm
by Calibear
Here's my topic, I posted it on others: http://ageofstrategy.net/viewtopic.php?f=7&t=1932

Re: Mercenary Tavern

Posted: Sat Aug 22, 2015 4:58 am
by Darkknight
Calibear wrote:This recently being discussed, so the other topics should be merged here.
If someone can make an Image for it, I'm delighted to see.
Here we hire the mercenaries.
Available only in Multiplayer.
Pre existing on the map like TCs and can't be built by workers.
It could also be in campaign maps/fan maps if the map maker adds it to their map.