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Bonded hirelings

C

Coragin

Guest
This just popped in my head, but also such a neat idea. Would it be fun to be able to hire the npc fighters? Dont have them take up control slots. Listen to my suggestion and try to keep minds from thinking of ways to abuse it for now. (seems you make a suggestion on stratics the first thing everyone thinks before they post is a way to loophole or exploit said idea, so just dont)

1. Sell or craft a special "Alter" at your house. 18x18, castle, keep, tower only. If your bonded npc dies they will be placed in this "Alter" similar to the way vendors get placed in your moving create. They will be gearless and lose 20% skills on death. So you have to loot their bodies if they die.

2. They will only be able to advance in skills they have when you hire them. i.e. a paladin cannot use learn magery/necro ect. They use a premade template. Skills that up damage mana regen ect can be upped. i.e. fighters will gain in parry, tactics, anatomy, lumberjacking if using an axe. 20% loss on death.

3. They cannot go over the 100 skill cap. OR the 700 overall cap.

4. They can be healed with magery, ressed from the alter with magery.

5. They will not respond to the "All follow me" ect. A new set of commands will be in effect. First naming the "Army" and certain groups. Like "Infantry follow me" "Battalion Guard here/Defend Here". You would be able to name each branch, so you can separate your mages, paladins, fighters. Likewise you will be able to have the entire army follow you, but you cannot command them ALL to attack at once. They will defend themselves and or attack hostiles on their own. A "weapons free" command puts all hirelings in a state of attacking anything they see that they would normally attack.

6. When not using them, you will have a 6 x 6 crafter container called "Baracks" (sp). They will have a specific one for each type, mage, paladin, fighter, bard ect. If not placed in this tiny house when not being used, they will desert their army in a set period of time.

7. IF part of a guild, the guild ranks will determine if you can command your batallions or not. i.e. warlord would be like a general, emissary would be able to issue less commands. Members and Ronins would have the npcs laugh at them and say "I do not take orders from thee".

8. Tram only. For this reason, to keep people from having hundreds of npcs defending on the battlefield.

9. You will be able to outfit them like you can with vendors, making their gear better, but remember their gear drops on their corpse when they die. Gear will also lose durability, so you need to repair it.

10. Hiring an npc blacksmith, tinker, tailor ect will allow you to open a gump menu for repairing your hirelings gear, with a gold value attached to that as well as materials. You can refill materials and gold by handing the npc crafter gold and leather, ingots ect.

11. I take back YOU ressing the npcs. You must hire a healer who will be yellow and stay withing say 4 or 5 tiles of the "Alter" and must tithe. Each ressurection will cost depending on the skills of the npc being ressed.

12. IF you do not have an alter, when the npc dies, he is lost.

13. Cost per npc should would be different depending on their skills but should also be considerable. Maybe 50k a real life day per? Plus or Minus depending on skills.

14. You may give your npc mounts, but they will lose them on death.

I think this would add to the lore of being in the game. Making it a lot more fun. Yes npcs arent the best fighters and thats the point. Just allowing players to add to not only their custom towns, but allowing to set up somethin that has the potential to be fun and interesting.

AI would have to be changed. Mages would not run up and try to "Wrestle", they would instead try to stay back and cast, heal themselves and their allies. Archers would do the same. While fighters would run into battle.

All kills would be automatically split gold wise, 50% to you, 50% to your army, which would also go towards their daily fee. 50% of magic items would be lost as well, thus adding to the split. The basic insurance value of whatever item is randomly chosen to goto the army will deduct that amount in gold from their daily fees. This is the downside for hunting with your army. Artifacts and Marties will still work the same, appearing on the corpse or in your pack.

Your NPC's can also be stationed in your castle, keep ect and will wander within a set amount of tiles around their post. When set to this mode they will be yellow and anything they kill will produce no corpse, that is all for the role play purposes.

Each housing unit will have a gump that shows current funds to keep that battalion in your employment. You can refill the coffers by check or raw gold. You can also choose from this gump which npcs to take out for a battle and which not to.

Sound neat?
 
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Beer_Cayse

Guest
Okay - how about ya both get together and smooth out rough spots between both the ideas ... joint effort?

Coragin - you say NPC can be rezzed with magery. Can I assume that includes the use of Paladin spell of Noble Sacrifice? Also if possible (Anat/Heal > 81) why not rez with bandages?

Resurrections could also heal some HP of the NPC based on Compassion level of the person reviving them. Allowing bandies to rez then makes it possible for someone with low magery/chiv levels but high anat/heal to do this.
 

Tanivar

Crazed Zealot
Stratics Veteran
Stratics Legend
Sounds good. This would certainly help players who tend to play solo due to irregular playtimes making linking up with other people rough to plan.

People might also play more since the hirlings could help distract some of the drive-you-out monster swarms that occur so many places. That large room with the exit from the tomb of kings comes to mind. Stand and fight there and it gets like Macy's at Christmas. :)
 

LordDrago

Certifiable
Stratics Veteran
Stratics Legend
This is a very interesting idea, just as the other similar thread was. Will take a bit for me to get my head wrapped completely around it, but this has potential.
 
S

slaveone

Guest
I like the idea of having a hireling bond with you and be trainable and the skill loss similar to how skill loss worked in old UO on player chars. BUUUUUUUUUUUUUT...

I don't like the whole army idea. This isn't a strategy game persay. I don't think any player should be able to have more than 1 hireling on the field with them at a time. I also think it would be nice if they had a place to store them when not in use and that they would work and be bonded with any character on the account. You could store multiple hirelings but only use one of them at any given time.

I could see multiple hirelings per char totally exploited at events, peerless, and champ spawns where there is already enough of an issue with exploits and lag that we really don't need more. The idea is neat but seriously no matter what no one should be able to control more than one hireling and they should also take a minimum of 2 control slots. Not taking any control slots would just be stupid and another opening for exploitation by tamers and such.

I'd also go as far as to say that if your a murderer you can't have a hireling period. And if you tried to hire one they would say something like sorry i don't work for murderer's be thee gone!
 
C

Coragin

Guest
I like the idea of having a hireling bond with you and be trainable and the skill loss similar to how skill loss worked in old UO on player chars. BUUUUUUUUUUUUUT...

I don't like the whole army idea. This isn't a strategy game persay. I don't think any player should be able to have more than 1 hireling on the field with them at a time. I also think it would be nice if they had a place to store them when not in use and that they would work and be bonded with any character on the account. You could store multiple hirelings but only use one of them at any given time.

I could see multiple hirelings per char totally exploited at events, peerless, and champ spawns where there is already enough of an issue with exploits and lag that we really don't need more. The idea is neat but seriously no matter what no one should be able to control more than one hireling and they should also take a minimum of 2 control slots. Not taking any control slots would just be stupid and another opening for exploitation by tamers and such.

I'd also go as far as to say that if your a murderer you can't have a hireling period. And if you tried to hire one they would say something like sorry i don't work for murderer's be thee gone!
Champs and Murderers would be a moot point since I stated early in the idea that this would be a Trammel only idea, keeping pvp balanced.

As I also stated, on death they should goto the alter placed at your house to be ressed by an npc healer. That would keep you from being able to keep an army on the battlefield, one dies, hes out of the fight unless you run back to your house and get him. Also they can travel through moongates but no recall with you.
 
O

Old Man of UO

Guest
Champs and Murderers would be a moot point since I stated early in the idea that this would be a Trammel only idea, keeping pvp balanced.

As I also stated, on death they should goto the alter placed at your house to be ressed by an npc healer. ....
BUT... some of us do have houses in Felluca. How would we res the hireling at our house if we can't take them to Felluca?

I don't see that it needs to be restricted to Trammel.
 
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Beer_Cayse

Guest
How would I entice an NPC Healer into my Malas home ... especially since said healers are nowhere within 6 screens and darned few even then. I see more treefellow than healers.
 

Schuyler Bain

Lore Master
Stratics Veteran
Stratics Legend
UNLEASHED
I think the idea has merit. Maybe instead of the alter at the house idea, perhaps you have to go to an NPC healer shop in a town (maybe wandering healers if it does not create imbalance) where you ask the healer to heal/revive your hireling. Perhaps when it comes to "stabling" you can go to any NPC Inn or Tavern and ask the Inn/Tavern keeper to rent a room to your Hireling or wake them up for work...

My 2gp anyway
 

Guido_LS

Seasoned Veteran
Stratics Veteran
Stratics Legend
It would probably work just as well here as it does in EQ... and would probably go over better as well.
 

sablestorm

Babbling Loonie
Stratics Veteran
Stratics Legend
Many years ago I made a similar suggestion. My idea was to take begging and item ID and change them into leadership and persuasion. The idea was to make it similar to taming, but for human NPCs. It would still use control slots, but you could train up your NPCs and equip them with whatever equipment you want. There would be no insurance for them, however, so if they die, you must loot their corpses before they decay. NPC skills would be capped based upon the player's leadership score. Thus if you have GM leadership, your followers could GM their skills. If you have 120 leadership, they could reach 120 in their skills. My idea was they could bond and be ressed via the other human resurrection methods (ie healing, magery resurrection, or noble sacrifice.) Stabling would also be handled through inns. My thought was, this sort of implementation would follow existing sytems (the taming system) and so be easier for the Devs to add to the game.

Oh and persuasion would still allow those with the skill to beg. After all, beggars are trying to persuade people to give them money.
 

Hildebrand

Certifiable
Stratics Veteran
Stratics Legend
I like really like the idea of begging to be turned into persuade. That would have MUCH more uses. *ideas start to flow*
Persuade would allow you to get better vendor prices. Allow for less charges to your vendor. Allow you to Persuade a repond (debuff it somehow... confuse? riddle?).
 

G.v.P

Stratics Legend
Stratics Veteran
Stratics Legend
I don't like the whole army idea. This isn't a strategy game...
Pretty much sums it up. Good idea, wrong game for such a grand idea. What you want, and what this game needs, is people interested in factions in that way. And perhaps we could use that kind of functionality for factions, after some cutting here and there. But ideally, in the perfect world, people would want to join the fictional faction armies to be a part of an army. Autonomous "all kill." I'm not sure the robe and the loose fiction is enough for most people to feel that compelled.

I would like to see Anatomy or Eval Int be used as an "Animal Lore" substitute for non-creatures though :).
 
I

Invalid

Guest
I "bond" with the female fighters quite often, just takes a couple beers.
 

sablestorm

Babbling Loonie
Stratics Veteran
Stratics Legend
I like really like the idea of begging to be turned into persuade. That would have MUCH more uses. *ideas start to flow*
Persuade would allow you to get better vendor prices. Allow for less charges to your vendor. Allow you to Persuade a repond (debuff it somehow... confuse? riddle?).
Actually, my idea started off along those lines. I was looking for a way to make Item ID and begging a little more useful. I thought persuasion could combine merchanting and begging functionality. Then I thought of the leadership idea for commanding NPC followers. I'll have to dig up the design I wrote up. I know I have it in my database somewhere.
 
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Beer_Cayse

Guest
NWN has a persuasion ability that comes into play early on. Something like that might be fun.

Extend persuasion to dealing in NPC shops ... haggling on a price is persuasion of a sort.
 

Alezi

Lore Keeper
Stratics Veteran
Stratics Legend
Err, I don't like this idea. Last time I checked UO was still a MMORPG -- not a RTS.
 

Lord Chaos

Always Present
Stratics Veteran
Stratics Legend
For some odd reason I keep reading the thread title as "Bondage hirelings". :lol:
 
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