Mercenaries for planetwars
Moderator: Content Developer
Mercenaries for planetwars
Added !merc command to autohosts - switches you to mercenary. Mercenary can play on either side, but has no upgrades/is not tracked by the system.
New unregistered players are autotreated as mercenaries.
New unregistered players are autotreated as mercenaries.
Re: Mercenaries for planetwars
Excellent. I always thought this kind of approach was necessary for PlanetWars.
edit: nm, misunderstood.
Do they have to play as Arm when playing on Arm, Core when playing on Core?
edit: nm, misunderstood.
Do they have to play as Arm when playing on Arm, Core when playing on Core?
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- Posts: 1398
- Joined: 17 Sep 2008, 04:36
Re: Mercenaries for planetwars
I rather liked how people not smart enough to read their pms even when told to do so were not allowed to playLicho wrote:New unregistered players are autotreated as mercenaries.
Otherwise an excellent addition to the game. Hopefully we can get some really good games going.
Re: Mercenaries for planetwars
I would prefer it, if just the better players could become mercenaries and could never switch back into a faction. Also mercenaries shouldn't be able to build all units, but on the other hand they should get something special the factions don't have.
Re: Mercenaries for planetwars
pxtl: yes, mercs playing on arm side are forced to be arm and core to core.. still no mixed factions allowed.
jk: thats another option. Problem is it kicks in only late in game and also that it needs bigger changes of the system, webgui and all. So it has to wait till core rewrite.
jk: thats another option. Problem is it kicks in only late in game and also that it needs bigger changes of the system, webgui and all. So it has to wait till core rewrite.
Re: Mercenaries for planetwars
Cool idea. jK's mode would win even more, having special mercenairy units would rock. Maybe allow good players from the previous round to start a round as mercs?
- KingRaptor
- Zero-K Developer
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- Joined: 14 Mar 2007, 03:44
Re: Mercenaries for planetwars
BAWWWWWLicho wrote:pxtl: yes, mercs playing on arm side are forced to be arm and core to core.. still no mixed factions allowed.
I think mercs should be tracked as their own meta-faction (no planets, but their own scoreboard and stats such as most common side etc).
And on a side note, remove PW metagame economy plz
Re: Mercenaries for planetwars
USE CHICKENZ!KingRaptor wrote:BAWWWWWLicho wrote:pxtl: yes, mercs playing on arm side are forced to be arm and core to core.. still no mixed factions allowed.
I think mercs should be tracked as their own meta-faction (no planets, but their own scoreboard and stats such as most common side etc).
And on a side note, remove PW metagame economy plz
That would be great for a laugh, too. Player joins up Planet Wars game, spawns in and gets the "WTF is this?" moment when he sees himself stuck with the Chickens.
Of course, with that approach the question becomes whether to force them into an alliance or just give them some other goal - like "the chicken player who deals the most damage to both factions (lesser-damage is his score) wins the Chicken-player competition.
At this point I'm letting the spitballing get out of control.
- CarRepairer
- Cursed Zero-K Developer
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Re: Mercenaries for planetwars
You beat me to it!Pxtl wrote:USE CHICKENZ!
Time to revisit chicken faction balance.
Re: Mercenaries for planetwars
Chickens still need slugs, cabbage and mothers. But atm chickens are low on my todo.
- CarRepairer
- Cursed Zero-K Developer
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Re: Mercenaries for planetwars
No, chickens need an anti-nuke.
Re: Mercenaries for planetwars
Why? If they're being played as assistance for the main factions, their teammates have anti-nukes. If they're being played as a neutral 3rd-party stuck in midfield, you'd have to screw with their economy (eg. Nanoblobs-style exponential with a hard-cap instead of resource-based) enough to make sure that they're playing second-fiddle to the main game between Arm and Core, and in that case giving them anti-nukes would be both counterproductive and redundant.CarRepairer wrote:No, chickens need an anti-nuke.
- CarRepairer
- Cursed Zero-K Developer
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Re: Mercenaries for planetwars
I meant generally, as a real third faction. I'll start a new thread.Pxtl wrote:Why?CarRepairer wrote:No, chickens need an anti-nuke.
Re: Mercenaries for planetwars
For proper mercenaries i would like something like that:
* real third faction, but not allied with each other, just scored independently
* not owning any planets
* income only from battles, based on computer calculated probability of victory (using existing ELO rankings and overall faction performance). It would give more credits for playing on weaker side than on stronger.
* extra income possible if players decide to pay extras for mercenary. Faction can place extra offer and if you win mercenary gets the bonus.
* black market with units - they would be able to buy and sell units on the market system. Nobody will see what units they own (unlike with faction players).
For this to work normal faction will need to be much better too, with planetary based improvements etc..
* real third faction, but not allied with each other, just scored independently
* not owning any planets
* income only from battles, based on computer calculated probability of victory (using existing ELO rankings and overall faction performance). It would give more credits for playing on weaker side than on stronger.
* extra income possible if players decide to pay extras for mercenary. Faction can place extra offer and if you win mercenary gets the bonus.
* black market with units - they would be able to buy and sell units on the market system. Nobody will see what units they own (unlike with faction players).
For this to work normal faction will need to be much better too, with planetary based improvements etc..