I need Mercenary Feedback

Should Mercenaries be capturable?

  • YEs, they should always be capturable just as they are now

    Votes: 3 6.0%
  • Yes, a high percent (75-90%) of the time

    Votes: 6 12.0%
  • Yes, a medium percent (40-60%) of the time

    Votes: 11 22.0%
  • Yes, a low percent (10-25%) of the time

    Votes: 10 20.0%
  • No, they should never be capturable

    Votes: 4 8.0%
  • Hill giants need to show more cleavage

    Votes: 16 32.0%

  • Total voters
    50
  • Poll closed .

Kael

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Okay, Im in the air about if mercenary's should be capturable or not? Should it be a percent chance? Should it not happen at all? What do you guys think?
 
what i woudl like to see is a promotion that you could buy when they are in your capital called ...

well paid ... this promotion prevents the unit from being captured

although thinking about it now ... i have not tried giving mercs the loyalty promotion and seeing what that does... will have to do that.
 
daladinn said:
what i woudl like to see is a promotion that you could buy when they are in your capital called ...

well paid ... this promotion prevents the unit from being captured

although thinking about it now ... i have not tried giving mercs the loyalty promotion and seeing what that does... will have to do that.

Yeah, loyalty keeps them from being converted.
 
I'm inclined towards not at all (I lost, so I join you?), or perhaps captureable as slaves (Hey, the barbarian warriors surrendered... let's put 'em to work!).
 
Of course mercenaries ought to be captureable. After all, thay are hired swords, "sell-swords" and a lot of other nicks. A mercenary will either serve the side that pays the most, or the side that pays and ensures that they live....

Quite similar to Chelsea-supporters. "Hey, this team is winning because a russian oil-billionaire with a doubtful background is buying all the best footballers in the world, so we have to cheer for the winners"

(Einige commentaren, Frozen-Vomit?)
 
How about this, a % chance to capture, but you have to pay them. To me this makes sense, you are in essence bribing them to turn their coat.
~p
 
loki1232 said:
Just what i was about to say!

I also agree, but if you have overwhelming numbers, there should be a %agewise chance that you don`t need to pay them, because they`d rather survive and get paid for the next job than just die....

Of course, this opens up possibilities of mercenaries running away (or being "captured" if the odds are really bad, which would be quite fun....)
 
Hmm, tie it in with the % chance to retreat. Make mercenaries more likely to retreat the worse the odds are, and any time they retreat the opposition has a chance to buy them off.
To combat this make a Merc only promotion, 'honorable' which means they can't be bought off. Make the promotion available after combat 2.
 
But the having to pay them would be awkward--either you'd lose money when you didn't want to, or else there would need to be some pop-up, which would be annoying.
I like it the way it is now, BUT captured foes seem to gain exp as if they had won the battle--fine if it happens once, ala inqys, but mercs change hands often.
Being capturable is a good check on the HN trait, cause if you aren't careful, you could make your enemy stronger.
 
Good point. A pop up would have to be the way to go, I would hate it if my treasury was drained because someone attacked my fortified Heavy Crossbowman with 20 mercs. But with the pop up we get problems with whose turn it is. For instance, say I am playing a multiplayer game and my opponent attacks me with a few mercs, when does the pop-up show, on my turn or my opponents. If my turn, what is the status of the mercs until my turn? If it shows on my opponents turn how does that work with hotseat or PBEM?
 
Mercenaries should disappear when they lose. They should scatter if they know they will lose, payment is irrelevant. They will fake their deaths and run over to another civilization who will pay the initial price once again (the hammer cost, is in my opinion, the city devoting production to building wealth to hire mercenaries).

Who voted for that bottom choice?!?
 
I think that, regardless, you shouldn't be able to recapture a merc that you've lost in combat. "Fool me once, shame on me; fool me twice..."

Also, they probably shouldn't go into battles when the odds are 40% or less. Either they withdraw, or the enemy auto-captures them.
 
I think that mercs should be unique units that wander around and offer their services for a price. They should not be a genaric unit that can be built like they are now. Mercs could be like minor heroes and become available for hire when an inn is built in a city. Additional buildings (winery, brewery, gambling house, etc.) could increase the availability of mercs in a city. There could be several different unique mercs available and when they "die" they will have a chance to respawn (becoming available for hire again), but not for the leader who last lost them in battle. Mercs should have a higher upkeep than normal units and care should be taken to make each unique merc balanced.
 
Gamestation said:
Who voted for that bottom choice?!?

I did, I haven't used any mercenaries yet, so I can't really give a valid opinion on the chance for them to be captured.

~p
*edit*
And apparently a few other people did since the last time I looked
 
Nikis-Knight said:
That sounds more like "adventurers" than mercenaries. Mercenaries tend to be kinda generic.
A bit of a tangent here, but what do you think of mercenary-type units that are more unique, like heroes but without a hero promotion? I think it might be interesting to have a few recognizable mercenaries that show up in times of war and peace. It could be cool to have some famous mercenaries that are available for hire after certain techs. Grigori adventurers are cool, but I wish they didn't have such a monopoly on the adventuring aspect.
 
a)how about each one destroyed decreases the cost to rush merc., and the more merc. you rush, the greater the cost?

b)might also make merc rush cost a bit dependant on other factors(barbs, civs sizes)

c)you need to make less appealing "opt out" options as well...
 
How about this: We make an ability that's available to every foot unit called "Bribe Mercenary" that's only usable when a Merc is nearby.

When used, a popup appears that let's you put in a certain amount of money. If it's enough (say, 100+the Merc's XP), the Merc joins your side. If not, the Merc might attack you instead. The chance of this would be based on the Merc's remaining health, to keep people from deliberately bribing Mercs in order to kill them.
 
I'd not add the ability to make the merc attack you. For one thing, it would completely screw over multiplayer. Adding a bribe mercenary ability might be alright, though.
 
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