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Watsine
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PostSubject: Mercenaries   Tue Mar 27, 2012 8:04 pm

So, for this next version mercenaries will be getting buffed kinda. This will be a general buff to all non-hero player units basically. The idea is that the units you buy will have a level system similar to the pokemon system. Except instead of always having to level them up from scratch, they will automatically get a level for every 3 levels you have and will level up to 10 from there. The kings troops will level up every 2 levels, which will be their main advantage. This will also allow them to scale better for late game, since levels in the case of the troops will be overall stat buffs including hp, armor, attack speed and damage. I will also be introducing new types of troops via the outposts, and I will introduce evil mercenaries. These mercenaries will have a level starting advantage and a unique ability, but buying them will lower your fame and make the town unhappy. The two mercenaries I have planned are bandits, which you can buy in the mountains, and pirates which you can buy at the port. Mercenaries will also all gain a single ability called:

Gun for hire:
at 20 - unit level% hp this unit has a 20% chance of abandoning its owner. If the unit does not flee, the unit gains a level instead.

New Mercenaries from outposts:

Foreign Mercenary -
melee unit
Special ability
same stats as regular melee merc minus armor
cost a bit more then regular sword merc

Spy -
Can go invisible
Able to steal and has inventory
if killed, owner loses fame
low stats
cost a lot

Pirate -
higher starting level
lowers fame and town happiness when bought
regular stats
has inventory
can throw a net to ensare

Bandit -
higher starting level
lowers fame and town happiness when bought
regular stats
has inventory
can use apply poison


if you have anything you wanna add feel free to comment. Also I'd like this to be a simple addition, I've still got a fair bit to do to wrap this version up, so if you have to suggest a unit, make it simple or in game skills.

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seernox
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PostSubject: Re: Mercenaries   Wed Mar 28, 2012 2:11 am

... I personally agree with the idea but disagree with the system you are planning to place in it...

My main point is that mercenaries should give more of an advantage to people that do not level up there hero because with a strong hero what is the point of even having mercenaries?

I think that mercenaries should be upgraded from a shop or have an item that levels them up, or increase there power over time with a formula like this
mercenary lvl = time - hero lvl
this formula will lvl the mercenary to scale over time (and it is reasonable to say that as events get harder the stronger troops will come into the kingdom) making them still strong, however the heroes lvl weakens the strength that the mercenaries will achieve (however in the end it will not make much difference because you can cap the time to around 2 hours but make the mercs still a stronger for lower lvls)
I do not mind if you do not like this suggestion however, I beg you not to base it on levels because that will overpower troops.

+ make sure that a person cannot spam buy mercenaries to reduce town happiness, also give a tier systems to existing mercenaries, eg. cheaper weaker mercenaries available however you can get more advanced trained mercs ----------
------- scrap that you could have a training ground or some way to train soldiers to upgrade them, this could replace the level systems (this could be done by having a stackable buff be placed on them from a special post you can buy, however you can only own one)
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JigokuKensai
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PostSubject: Re: Mercenaries   Wed Mar 28, 2012 2:12 am

I'm sure you've heard this so many times before, but do you mind lowering the stun and of the Mage's Fireball? Since those are really a hero killer, I mean some might make the suggestion that if you're putting yourself in a position so that they can kill you, you aren't playing smart. True, but I don't know, sometimes I just feel like playing a character who's a frontline fighter, a leader, who inspires his team and leads the charge, and it kinda ruins the momentum of the moment when he can killed by focus fire stunlock.

But ya I see a lack of mage mercs and ranged mercs.

Still as far as ranged weapons go you really can't deviate too much from bow and arrows. I mean I won't suggest guns, and I'm kinda meh on the crossbow idea. I see bandits, you'd have the axe wielders and the javelin throwers.

And if we were to see mage mercs, I'd prefer them to be from a unique enlistment area and pretty pricy. I can also imagine the clergy willing to lend out healers.
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Chief-Oblivion
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PostSubject: Re: Mercenaries   Thu Mar 29, 2012 7:35 pm

Aww that means I won't be able to destroy the king's entire army with one blizzard? Sad
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Watsine
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PostSubject: Re: Mercenaries   Sat Mar 31, 2012 4:18 pm

The new class system makes leveling up almost forced. As for buying upgrades for mercs, I could have them have a spell book that when you use an ability from it, it upgrades them, the issue would be what should the upgrades be, and how to limit it. I wouldn't mind doing a combo of the two, using the level system for base stats and the upgrade system for a little early buff or extra ability.

The ability to buy pirates and bandits will be limited, and killing them will also return the happiness buying them took.

If you want mage mercs, suggest some. Preferably in the format I have above.

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seernox
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PostSubject: Re: Mercenaries   Mon Apr 02, 2012 3:23 am

Oh that would work then Smile

I have a couple that could be added

Rogue Magician -
low hp
costs a lot
has the ability to cast a random spell eg. heal, shock (causes damage to one), fireblast (aoe damage)
resistant to magic

Cultist -
very expensive
moderatly high hp
can cast the spells, animate corpse (summon skeletons or zombies), life drain and a spell that helps summon demons
however low mp
decreases town happiness and the fame of owner

Deserter -
moderatly high cost
moderate hp
increased armour
cleaving attack or bash
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Watsine
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PostSubject: Re: Mercenaries   Mon Apr 02, 2012 3:57 pm

Deserter is probably not gonna happen, though the other two seem decent. The issue comes with placement. The Rogue Magician would work for the mountain outpost, but the cultist is a bit ify without adding another outpost or something. Perhaps rename it into spirit shaman and make it not evil, and it can be at the port.

I'm also going to need hero type mercenaries that the nobles and kings will be able to get a single copy of.

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Ardalius
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PostSubject: Re: Mercenaries   Mon Apr 02, 2012 6:45 pm

I think that the cultis idea is a good one especially with the ability to help summoning, if that happens hero with the cultist class wouldn't have to beg other players to make some cultists too because he could buy his own mecenaries who would help him in summoning

maybe i'm not playing FL for very long but i know some things and know how to play. The only thing i don't know is how to have very good fun at full house when nobody leaves because i had FH twice and ppl left so in the end there was 3 ppl playing including me
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seernox
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PostSubject: Re: Mercenaries   Tue Apr 03, 2012 2:56 am

eh, they are just idea's you can warp them however u like...
anyway to the hero ones, i didnt know if you wanted them to be actually heroes so i just wrote a normal unit one

guardian -
high def
% magic defense
defend ability
taunt ability
moderate melee damage
maybe a shield bash or rock throw

counceller -
low hp
high mp
some random spells including damage, healing and a buff


can't really think of many others at the moment, however i was thinking paladin and some sort of evil / good councellor thingy but idk

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Watsine
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PostSubject: Re: Mercenaries   Tue Apr 03, 2012 10:06 pm

regular units that have either good auras or a few exceptional abilities. I think a unit with raise dead would probably count for a legendary merc.

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riku_riku_11
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PostSubject: Re: Mercenaries   Thu Apr 05, 2012 8:41 am

Just a question, how many legendary units can a noble player have? And how powerful is it compared to the player's hero?

Also I can't wait for the new system in the next version. I've been playing FL for quite a while now and seeing the new update being implemented will definitely improve the gameplay.
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PostSubject: Re: Mercenaries   Thu Apr 05, 2012 6:32 pm

riku_riku_11 wrote:
Just a question, how many legendary units can a noble player have? And how powerful is it compared to the player's hero?

Also I can't wait for the new system in the next version. I've been playing FL for quite a while now and seeing the new update being implemented will definitely improve the gameplay.

I think diaster is planning 1 legendary unit per player because that will offset the strength of a normal players heroes since they will get a stat bonus, allowing a noble to take on a normal hero.

Improve or destroy gameplay?
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Watsine
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PostSubject: Re: Mercenaries   Thu Apr 05, 2012 8:03 pm

I did say single copy. As for strength, they will only be a bit better then the normal mercs, so it will come down to how much I buff mercs for how broken they will be. Generally speaking I buff in small doses so odds are they will still be on the weak side.

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riku_riku_11
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PostSubject: Re: Mercenaries   Sat Apr 07, 2012 8:41 pm

Hmm, then if you don't mind, I'll be posting my suggestions here

Royal Assassin (Hero-type mercenary)
-Semi-transparent
-Can go invisible
-Ensnare
-Deal bonus damage when attacking while invisible (has %chance to stun)
-Poisoned attack
-Shadowmeld (at night)
-relatively low health
-Doesn't affect fame and town's happiness

This is just an idea I've gotten from scratch though so there might be some flaws with the unit as well.
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jamamarOCEANIA
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PostSubject: Re: Mercenaries   Sat Sep 22, 2012 8:17 pm

Idea
Elite Ranger:
Ranged Archer
Stronger than normal archers
Has invisibilty
Very,Very expensive and max of 5

Riflemen:
Uses Gun
High Damage
Slow Attack speed
More range than archer
Less health than archer
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Vila33
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PostSubject: Re: Mercenaries   Sun Sep 23, 2012 4:49 am

Sadly, the last post on this topic is:

Subject: Re: Mercenaries Sun Apr 08, 2012 2:41 am
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jamamarOCEANIA
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PostSubject: Re: Mercenaries   Mon Oct 01, 2012 12:36 am

nah its sep 23, 2012
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Vila33
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PostSubject: Re: Mercenaries   Mon Oct 01, 2012 3:33 am

jamamarOCEANIA wrote:
nah its sep 23, 2012


That's your post... How stupid can people get?
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RPGOD
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PostSubject: Re: Mercenaries   Mon Oct 01, 2012 3:09 pm

I thought it was Sat Apr 07 >.> different time zones, i guess.
and i agree, Vila, lol XD
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jamamarOCEANIA
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PostSubject: Re: Mercenaries   Mon Oct 08, 2012 1:24 am

lol i trolling you
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