Mercenaries, the building, the hiring, and the cost

Any other ideas that does not fit to the specific categories.
Post Reply
Calibear
Posts: 68
Joined: Sat Aug 15, 2015 6:07 am

Mercenaries, the building, the hiring, and the cost

Post 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
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?
Darkknight
Posts: 393
Joined: Tue Jan 13, 2015 5:01 pm
Location: The Great Castle of DarkKingdom

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

Post 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?
Calibear
Posts: 68
Joined: Sat Aug 15, 2015 6:07 am

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

Post 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.
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?
Darkknight
Posts: 393
Joined: Tue Jan 13, 2015 5:01 pm
Location: The Great Castle of DarkKingdom

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

Post 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.
Calibear
Posts: 68
Joined: Sat Aug 15, 2015 6:07 am

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

Post 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).
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?
Darkknight
Posts: 393
Joined: Tue Jan 13, 2015 5:01 pm
Location: The Great Castle of DarkKingdom

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

Post by Darkknight »

All mercianaries should have spell resistance 0% because they are only working for money not for royalty
Calibear
Posts: 68
Joined: Sat Aug 15, 2015 6:07 am

To all Suggestions for Mercenary Units

Post 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-)
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?
Calibear
Posts: 68
Joined: Sat Aug 15, 2015 6:07 am

Heads up for New Players who want to play Multiplayer

Post 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.
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?
Calibear
Posts: 68
Joined: Sat Aug 15, 2015 6:07 am

Mercenary Tavern

Post 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.
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?
Calibear
Posts: 68
Joined: Sat Aug 15, 2015 6:07 am

Re: Mercenary Tavern

Post by Calibear »

Here's my topic, I posted it on others: http://ageofstrategy.net/viewtopic.php?f=7&t=1932
Strategy...Strategy.. I want your strategy! Wait, did you just only used tactics!?
Darkknight
Posts: 393
Joined: Tue Jan 13, 2015 5:01 pm
Location: The Great Castle of DarkKingdom

Re: Mercenary Tavern

Post 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.
Post Reply

Return to “Others”