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Post by sgtcookie on Jul 21, 2011 10:12:07 GMT -5
Class name: Mercenary Skills: Warrior +3, Tactics +3, Intimidate +3, Negotiate +3 Stats: All +1 Abilities: +10% to contract pay, 50% less rep (both gain AND loss) from contracts, can receve millatry contracts from spice halls
Description: This profession's skill set and above average statistics are honed for one thing only: Tasks for the highest bidder. Because of this fact, factions ignore most of what the individual mercenary does. Both the giver and the receiver.
A successful mercenary will try to stay friendly with one or two factions, as faction contracts pay handsomely. A mercenary will also keep an eye on the faction relationships, as wars are profitable indeed. Some mercenaries also carry trade permits and death warrants, too.
The Quadrant is vast and wars are common here and a mercenary who can find the most profitable ones will earn a lot of money.
Unlock requirement: If you think it needs one, Cory, you can decide.
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Post by gearheadwhat on Jul 21, 2011 12:12:43 GMT -5
I like this. Or something like this.
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Post by absimiliard on Jul 21, 2011 12:19:36 GMT -5
Maybe no negotiate and a +4 to the other three instead of a +3?
(I'm trying to figure out how negotiate helps you, I think it's just effecting pricing in the exchange in which case it's probably not needed. If Negotiate effects the price you get from contracts then keeping it would make more sense.)
I do feel like I should say that this sounds very much like a military officer to me, just one who doesn't affiliate strongly with just one faction.
-abs
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Post by sgtcookie on Jul 21, 2011 12:48:39 GMT -5
@abs,
1. I put it there so that people can get better prices from the ill-gotten gains from ship to ship encounters, if negotiate DOES help with contract prices, then that is a bonus.
2. That is what a mercenary is.
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Post by Cory Trese on Jul 21, 2011 15:50:54 GMT -5
Interesting.
If I'm going to go back into that part of the code I will want it to be for something pretty cool.
And Elite only =)
What special powers could we add that are new and unique?
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Tenebrous Pirate
Exemplar
[ Star Traders 2 Supporter ]
Why? Well, why not?
Posts: 482
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Post by Tenebrous Pirate on Jul 21, 2011 16:27:28 GMT -5
They are mercs, and everyone knows it. They have no loyalty, except to the highest bidder. Everyone knows they are just doing it for the cash. I say they have a special ability that prevents or reduces faction loss earned while doing a contract.
Don't give them only special abilities of other classes, especially not the one that pirates and bounty hunters have. That combination would make them TOO good.
An increase in contract pay is reasonable, I just don't know if 10% is low enough. That could be a HUGE impact on game balance. It should be comparible to the class abilities that offer discounts on just a SINGLE cargo type. A small bonus to a specific type of missions would be fair.
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Post by gearheadwhat on Jul 22, 2011 23:57:57 GMT -5
For a new unique ability... No faction loss for certain types of missions maybe? Or maybe extra rep for certain missions, but that is like pirates almost. If it was a different type though.
At the same time, a 10% boost to profit may not be overpowered. Missions do not seem to be the biggest xp pull in the game anyhow. Things like blockades during solar wars seem to be better. That is rarely mission based.
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Post by aielman on Jul 23, 2011 9:40:53 GMT -5
dittos on the faction loss and cash bonus - I would clarify that only for missions. IE normal encounters etc can still garner faction loss.
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Post by celu on Jul 23, 2011 15:40:45 GMT -5
It's not that they don't get negative reps, they should. Palace is always open for contracts no matter how low the rep is.
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Post by sgtcookie on Aug 30, 2011 16:45:43 GMT -5
Update: replaced two of the abilities and altered the description text.
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Post by k0rd on Aug 30, 2011 17:18:16 GMT -5
i like the idea of a contract-intensive class that doesn't rely necessarily on military rank or faction alliances. rep loss (and gain) should certainly be toned down for this class, for contracts - like a wise pirate said, everyone knows they are just in it for the cash. that being said, it would make sense for a faction not to just consider him an enemy right away. i like the idea of the palace always being open for contracts, maybe a discount on pardons too?
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Post by sgtcookie on Aug 30, 2011 17:44:19 GMT -5
The pardon discount would be too overpowered, since the rep loss is lessened it allows for more time to get the cash for a pardon. The palace always open, though, hmmm. If just for contracts, then yes. That could work.
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Post by mordechai on Aug 30, 2011 17:52:44 GMT -5
How's about adding a discount for weapons (tools of the trade), double the cost for permits, warrants, and promotions (cost for being a loner/outcast), no penalty if the target is the same as the issuing faction (benefit for being a loner/outcast), and an increased chance of being boarded for inspection with a small chance that even messages will be found (standard military don't like or trust them).
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Post by k0rd on Aug 30, 2011 18:20:03 GMT -5
hehe or a chance that the military will set you up so here is another question - how would NPC mercs fit in to ST? would negative rep with a faction mean they will send more mercs after you? would there even *be* faction flag flying mercs? edit: misnomer "ST world" changed to just "ST". english fail
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Post by Cory Trese on Aug 30, 2011 19:16:17 GMT -5
some character classes already get bonuses to weapon costs and heavily reduced Pardon costs.
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