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TopicMercenaries 5 Unveiling Topic: Now Hiring! [New Game]
KanzarisKelshen
09/12/18 10:12:31 PM
#30:


Also stuff with winning streaks and bounties. Like some bonus when you win many times in a row and some bonus for beating guys who win many times in a row. That would hamstring trading wins as you'd never gain the bonus for winning in a row.


This was 100% going to happen, yep. I think I mentioned it a couple times when discussing the (currently tabled) Mercs Imperium?

Adding a 'close match' incentive would also be good, too. Gives an incentive for brawling and making it respectable, and it takes the sting off a loss if say, you get 1 infra if you took it to a 33-66 loss or higher. Means you didn't just tank yourself for nothing.

DoomTheGyarados posted...
Okay so the problem with Mercs is the entire system is built around not fighting, really. Cooldowns will always make this the case. And before I went crazy I was the best at enforcing non conflict and murdering those like Mewtwo who tried to stand against me with ability murder.

So here's what you have to do:

Every ability can be used every week. Period.

Buuut.... there is a cap to how many abilities you can use. You can pay GP to increase your limit should you like (sound familiar?) and each ability is assigned a number for its potency. Want to hellmurder someone? Spend the GP and hellmurder someone.

This makes it so that every match is going to have abilities (we like abilities, they make things fun and interesting) and there is no cost to using abilities. It means ability combos are important and there can be more ability counters/neutralizing to support this.

Without this type of change (not having to be exact, but type of change) then abilities will always be coveted.


So this is a very interesting concept and definitely worthy of consideration. These are my worries with it (this isn't me saying 'no', it's me asking for elaboration, just in case it isn't clear):

-It allows for ability phases to become mostly 'solved'. If I have, say, five KOs and five ability uses, usually there won't be anything that gives me more bang for my buck than to KO people, except for possessions. The reason this can be an issue is that it removes the incentive to get new mercs, which in past editions of Mercenaries was half needing battle power, and half wanting to cover the holes in your ability rotation. This was lowkey one of the skillier parts of M4 (I can think of like three instances just in the playoffs where me getting a certain character at the right time led to me winning), I feel, so I'd want to keep it someway. This leads into my second worry...

-...Which is that spending GP to get wins is usually a booby prize past a certain point in your mercs career. Your reward is primarily infra and EXP on the side. This means that mathematically speaking, there comes a point where spending money for more ability uses is just not worth it - you just use your base cap and either win or let it go, because if you have to burn 10 GP to win with three days to go in the season, you're losing money. This is obviously an extreme example, but it illustrates my concern with making you spend money to get money so directly.

THIS SAID

There's actually a possible solution, and Dante jokingly hit on it.

X_Dante_X posted...
time to introduce ability points (AP) into mercs


If you have a limited amount of ability points, and you can exhaust mercenaries to get more (making then unavailable for a week, or maybe two - sorta like Injury + KO abilities in past editions of mercs), this gives an incentive to continue grabbing new units past purely wanting more redundant options. This goes double if certain mercs give more or less AP to balance out having strong abilities, great battle worth, or viceversa. What do you think of this?
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