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?
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?