Forums / DQ: Empires - Community / Suggestions / Merc Hiring
Posted ByMessage
Alomir
[ Posts : 4 ]
[Post Date: 18-Mar-2005 20:39]

just some suggestions to the administration

1. instead of players putting contracts out on other players, wouldnt be better if mercs could place themselves on the market and players could hire them for jobs or buy some fighters to assist in in battles.

2. players could hire mercs out to do raids and they take a percentage of the minrals, provided that the mercs achieved the minimum amount of minerals required.

i just thought this would make the mercs in this game seem more like mercs rather than empires.

Green
[ Posts : 1005 ]
[Post Date: 19-Mar-2005 00:40]

Noticed and written to notebook

We plan to make some improvements for mercs in future modifications.
Alomir
[ Posts : 4 ]
[Post Date: 19-Mar-2005 13:09]

thanks
pauldg
[ Posts : 104 ]
[Post Date: 03-Apr-2005 00:44]

I've posted something about planetary survey/scanning before, and now I just got another idea. Since the merc race was supposed to be "hired" out for fighting/spy ops, but no one really hires them, here's another suggestion:

Instead of improving planetary survey/scanning based on how much of a resource is expended to do it, you can instead make a new feature for the mercs ~ planetary spies (for lack of a better name). The idea of the planetary spies is that the mercs send spy units to a planet. These spy units remain "alive" on the planet, and continue to send reports of the planet's infrastructure BACK to the merc they came from (these reports should be 100% accurate). This merc then can "sell" this information to allies/neutrals, etc. You can also set up some "account"-like program, by which the merc posts this information as it comes to him on a "bulletin board", and only those that have a "subscription" with the merc can view this information.

You can also add more risks and shortages to this suggestion, for example:

1) Fagur - since they are biological entities, and have no technology, they cannot protect themselves against merc planetary spies. However, you can make a ratio so that the older the empire or the more tachy on the planet, the more planetary spies are needed to do "spying" on the planet.

2) Krong - since they are avatars of energy, all they have to do is "emp" (or something else) to the planet to destroy any spies on it.

3) Humans - since Humans have technology, they can have the option of finding the merc's base (if it's hidden), or causing sabotage to the merc base (through use of intelligence, and by "turning" the spies to do their --human's-- will).

What do you think?
Comrade
[ Posts : 33 ]
[Post Date: 03-Apr-2005 12:23]

Quote
1) Fagur - since they are biological entities, and have no technology, they cannot protect themselves against merc planetary spies.

Fagurs can use "Psi-storm" which affects mercs.
pauldg
[ Posts : 104 ]
[Post Date: 03-Apr-2005 23:32]

I guess that works .
Alomir
[ Posts : 4 ]
[Post Date: 05-Apr-2005 02:14]

pauldg,
i like that idea. how about this, instead of humans finding Mercs, only mercs can locate other mercs. since the mercenary guild supplies a lot of other info like planets in range, and their owners, why not include mercs(for a fee which rises based on the mercs intelligence level). If you want to attack a merc base, you have to hire another merc to do so. this would give mercs even more jobs, and make the game more enjoyable.
pauldg
[ Posts : 104 ]
[Post Date: 06-Apr-2005 23:48]

Heh.. pauldg .. I'm more commonly known as Rash.
Devil
[ Posts : 10 ]
[Post Date: 12-Apr-2005 14:44]

I like the idea! That is the way game will be more fun, for mercs and all others