Board 8 > Mercenaries 5 Unveiling Topic: Now Hiring! [New Game]

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KanzarisKelshen
09/12/18 9:17:29 PM
1
hJpNd9g

If you know what this is about, welcome back again to the show that never ends. I missed you guys. If you don't know what this topic's for, don't worry, you will soon enough. It's been a couple years since the internet's longest, weirdest, stupidest, most fun game ended. I think it's about time work started on a new version of it, eh? So let's make it official:

I am looking for hardworking people to help co-author, prepare, organize and administrate a new round of the game of Mercenaries. This isn't a promise of an impending release, as much work still remains to be done, but I'm officially ready to get things underway.

Admining Mercs is hard, thankless work, and I'm sure more than a few readers have already broken into a cold sweat at the prospect of running such a mammoth project, even as part of a team, especially with a goof like me at the helm. To assuage concerns as much as possible for both potential players and prospective admins alike, the following is my mission statement:

I want to grow the playerbase

Mercenaries is flawed, frustrating and overly fiddly, but it's also by far the best game I've ever played. I want people to experience it, participate, and enjoy all the excitement it creates. But our beloved Board 8 is shrinking, slowly but surely, and I think not even a new contest will be enough to reverse the trend. For this reason, I want to expand Mercenaries, taking this game to other GameFAQS boards, or potentially other sites instead (but without abandoning the Board 8 kru, obviously. I'm not forsaking the core playerbase!). My #1 goal, above all else, is to get more people invested in this crazy game - if I can achieve this and grow our roster of stable players and voters, then I will call this new iteration of Mercenaries a wild success.

I want to make this game easier to play

Mercenaries is a very long, involved game, and more than that, it's a very draining one. Leaders oft feel confused, tired and powerless. While to some degree this is unavoidable, as it stems from the social component of the game, this doesn't mean we can't minimize it as much as possible. Additionally, Mercs is a really hard game to learn. I think all the new players would agree that they didn't really grasp the gameplay until they were a good 15 weeks into their tenure or longer, and some might even say they never did. I want to create a friendly atmosphere for voting and playing, one that is less punishing to newbies and helps with becoming at least proficient at this game. If we can make it so new players don't pratfall into large losing streaks right out the gate simply because they have less experience with getting their fingers on the voters' pulse (like thinking you can win against Agent 47 and Ridley with Little Mac and Bowser), it will go a long way towards making this game less burnout inducing.

I want to give players reasons to fight.

Part of the appeal of Mercs is its nature as a spectator sport. You could go through whole barrels of popcorn by listening to all the backstabbing, petty politicking, celebratory gloating and incoherent rage this game creates, and debating the ridiculous scenarios we set up is a blast. But as the rules are right now, players are encouraged to avoid engaging in battle topics, because they're uncertain, complicated and failprone - and worse, the best players know this and play accordingly, while only the less experienced or savvy players fight each other, making themselves into easy pickings for the veterans. Giving incentive to the wilier players to get their hands dirty will drive them to fight and expose them to getting knocked down a peg or two - which will help new players learn quicker, level the game out naturally, and give us more interesting fights.
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Shine on, you crazy diamond.
KanzarisKelshen
09/12/18 9:17:37 PM
2
I want the rules to be clear

After Draftmerx ended, somebody (I forget who) told me Mercs rules share a lot of similarities with the laws of society. While both are living codexes, constantly updated to better suit the way people's thinking changes, that doesn't mean we can't start from a good base to minimize the need for arbitration. Fortunately, I can proudly say I've already made good headway on this front, by codifying the rules governing Merc abilities into a (fairly large, but hopefully exhaustive) primer: https://pastebin.com/MES3R1jP

There's still much work to be done, but I firmly believe we can ease the burden on the admin team and give the players a better understanding of the game by codifying things properly. Incidentally, if you're thinking of applying as an admin, please do give the above link a look. You don't need to be a rules monkey to make a good Mercs admin, but I would say checking the rules to make sure they are at least clear and easy to follow is a mandatory requirement to be able to provide players with a good experience. Which leads to the next point...

I want to maintain open communications between players and admins

One of the largest (easily fixable) issues with player dissatisfaction in past iterations of the game was the radio silence from the admin team, descending from on high to administer rulings or changes then vanishing without a trace, never speaking to the playerbase. The M4 admin team worked to address that problem, and I aim to continue their work. My tenure as (more-or-less) solo admin of Draftmerx had many flaws, but I would like to think a lack of communication between admins and players was not one of them. I want to provide players with rapid responses and confidence in the admin team, which will in turn allow us to act more freely with fixing clearly wonky bits of rules (see: Raiden's M4 ability text for his They Must Win! ability, the sheer vagueness of Kha'zix's consumption ability). If players can be convinced that the admin team is always on the side of trying to make the experience as good as possible, everyone will be better off.

---

These are the things I want to achieve. It's not easy - but I have faith that it's possible, and I firmly believe that the kinds of people who'd be interested in helping run this complex game are exactly the right supermen to help a fallible man such as myself achieve this. If you want to apply for a position, just let me know what sort of work you want to do and what your aims are (it doesn't have to be a big manifesto like the above, just a few words is enough). A by-no-means exhaustive list of potential functions an admin can be called upon to perform follows:

-Updating the game (standings, win records, putting builds on the wiki, posting fight topics correctly, doing rolls)
-Rulings and Rulecraft (stuff like the ability primer above, determining whether Sora is or isn't a Final Fantasy character, tweaking broken mercs so they fit the game, etc.)
-Public Relations (Communicating with the players, selling the game to new people, answering non-ruling queries)
-Merc Building (What it says on the tin. This doesn't mean we won't take builds created by players though!)

That's all for now. I eagerly await any applications. Let's make the next iteration of Mercenaries the best it's ever been, everyone!
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Shine on, you crazy diamond.
Tirofog
09/12/18 9:21:05 PM
3
Tag
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I'm just here to post something barely relevant, then fade back into the shadows. It's a tough job, but BKSheikah has to do it.
Kamekguy
09/12/18 9:32:28 PM
4
Tagging. I would love to be a part of the admin team, but I'd also like to actually build a team for one of these instead of the three times I've come in as a sub, and a more argument-focused game sounds both more fun and ultimately more engaging to my style of play, which is "not winning, but making close fight topics that make people believe stupid crap".

But I do love me some merc building, definitely. And I would love to do test matches with the admin team...

... god quite on both sides of the fence for this. If you had a leaning, Kaz, I would tip over either way. Because I do love this stupid waste of time game.
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ScareChan
09/12/18 9:34:25 PM
5
I would be a bad person to help admin because of so many characters I don't know, but I may be able to help with some builds I do know of?

and I definitely want to be a player again. I think I grew a lot in draft mercs (draft mercs 2 while we wait for mercs 5 yes yes yes) and I think I can do better now
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DoomTheGyarados
09/12/18 9:35:12 PM
6
I have scribbled down notes on how to make mercs perfect if it helps.
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Sir Chris
ScareChan
09/12/18 9:35:29 PM
7
Kamek be an admin and push to get draft mercs 2 and you can be a player there!
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greengravy294
09/12/18 9:35:42 PM
8
ScareChan
09/12/18 9:36:05 PM
9
DoomTheGyarados posted...
I have scribbled down notes on how to make mercs perfect if it helps.


*flips threw notebook*

this just says BLOW IT UP in various fonts on 500 different pages
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DoomTheGyarados
09/12/18 9:39:00 PM
10
First up.

1. Get rid of rechargeable abilities.

Ooooh yeah time to fuck this shit up.
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Sir Chris
ScareChan
09/12/18 9:39:29 PM
11
@DoomTheGyarados

We didnt get our vocal mafia critiques

you owe us a mercs breakdown topic

and I am auto in
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DoomTheGyarados
09/12/18 9:40:02 PM
12
ScareChan posted...
@DoomTheGyarados

We didnt get our vocal mafia critiques

you owe us a mercs breakdown topic

and I am auto in


I went to the er my bad homie
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Sir Chris
KanzarisKelshen
09/12/18 9:43:57 PM
13
ScareChan posted...
I would be a bad person to help admin because of so many characters I don't know, but I may be able to help with some builds I do know of?

and I definitely want to be a player again. I think I grew a lot in draft mercs (draft mercs 2 while we wait for mercs 5 yes yes yes) and I think I can do better now


Any build advice is welcome. One of my aims for a new iteration of mercs is to provide enough options at every level of upkeep on weeks 1-5 that nobody ends up locked out of building whatever they consider to be their 'ideal team' like it happened in M4. And likewise, I want to make every merc compelling in some way - there's nothing worse than something like a generic McGunner with boring abilities when there's usually a thing or two that can be cooked up to make characters more interesting.
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Shine on, you crazy diamond.
DoomTheGyarados
09/12/18 9:45:05 PM
14
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.
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Sir Chris
ScareChan
09/12/18 9:45:47 PM
15
DoomTheGyarados posted...
ScareChan posted...
@DoomTheGyarados

We didnt get our vocal mafia critiques

you owe us a mercs breakdown topic

and I am auto in


I went to the er my bad homie


Well this is the perfect topic for you to do on meds anyways! If you didnt have headaches before you will now
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KanzarisKelshen
09/12/18 9:47:13 PM
16
Kamekguy posted...
Tagging. I would love to be a part of the admin team, but I'd also like to actually build a team for one of these instead of the three times I've come in as a sub, and a more argument-focused game sounds both more fun and ultimately more engaging to my style of play, which is "not winning, but making close fight topics that make people believe stupid crap".

But I do love me some merc building, definitely. And I would love to do test matches with the admin team...

... god quite on both sides of the fence for this. If you had a leaning, Kaz, I would tip over either way. Because I do love this stupid waste of time game.


I may have to ring you up to ask how mercs managed to take hold in LLF Kamek, so this is appreciated. Take a bit of time to mull over what you'd prefer more - there's no rush, since it's not like the admin recruitment process will close until I have at least like, six people or so to help out anyway.
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Shine on, you crazy diamond.
X_Dante_X
09/12/18 9:47:57 PM
17
tag
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boring and mundane signature
Now with more bold! Less Italics due to bold
DeathChicken
09/12/18 9:51:46 PM
18
Kamekguy posted...
Tagging. I would love to be a part of the admin team, but I'd also like to actually build a team for one of these instead of the three times I've come in as a sub, and a more argument-focused game sounds both more fun and ultimately more engaging to my style of play, which is "not winning, but making close fight topics that make people believe stupid crap".

But I do love me some merc building, definitely. And I would love to do test matches with the admin team...

... god quite on both sides of the fence for this. If you had a leaning, Kaz, I would tip over either way. Because I do love this stupid waste of time game.

This
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We are thought, and reality, and concept, and the unimaginable
Lopen
09/12/18 9:55:55 PM
19
I like Chris's idea, actually. I don't know about that implementation exactly but the basic idea sounds good.

I also think that if you wanted more fights to go to topic another way to help would be to give incentives for not just winning but also for gaining some amount of support in losses. Like if you get 30% or 40% of the votes you get some sorta bonus as the loser. Things like that. 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.
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No problem!
This is a cute and pop genocide of love!
X_Dante_X
09/12/18 9:57:16 PM
20
time to introduce ability points (AP) into mercs
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boring and mundane signature
Now with more bold! Less Italics due to bold
greengravy294
09/12/18 9:57:57 PM
21
Well since kanz is going ahead with it I guess I have no choice but to not play and host as well

=(
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DeathChicken
09/12/18 9:58:25 PM
22
Whatever kills the incentive to go Forfeit Lol I am a fan of
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We are thought, and reality, and concept, and the unimaginable
greengravy294
09/12/18 9:59:39 PM
23
I had a few ideas (new ideas) for Mercenaries Champion Edition (Working Title) but it seems my thunder was stolen
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Luis_Sera89
09/12/18 10:01:48 PM
24
Oh dear.
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Lopen
09/12/18 10:04:48 PM
25
You know AP could be a good idea

Like you passively have I dunno 3 AP a day, which is used to use abilities. It does not accumulate. Some abilities would cost 0, 1, 2, or 3 AP.

In fact you could mash-up the ideas. Get a winning streak and you start getting bonus AP banked that DOESN'T expire at the end of each week, that you can use at any time. Collect a bounty you get bonus AP banked in a similar way. So if you want to hellmurder someone with abilities you can do so by winning many times in a row or by kingslaying.
---
No problem!
This is a cute and pop genocide of love!
Sceptilesolar
09/12/18 10:05:51 PM
26
I cannot speak much to the specifics of the rules, but I am a prospective player. The most important factor to me is simplifying and reducing ability interaction. I cannot deal with a game where both sides have a dozen or more abilities, with vague trigger conditions, RNG components, potential back and forth interactions, etc. In the first place, abilities are not really the focus of the game, right? They're supplementary to the fight topics themselves. That's what I would like to see to encourage me to participate.
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Just killing time until the world ends.
DoomTheGyarados
09/12/18 10:07:46 PM
27
Lopen posted...
You know AP could be a good idea

Like you passively have I dunno 3 AP a day, which is used to use abilities. It does not accumulate. Some abilities would cost 0, 1, 2, or 3 AP.

In fact you could mash-up the ideas. Get a winning streak and you start getting bonus AP banked that DOESN'T expire at the end of each week, that you can use at any time. Collect a bounty you get bonus AP banked in a similar way. So if you want to hellmurder someone with abilities you can do so by winning many times in a row or by kingslaying.


Bounties should be gp based imo.

Also let's get rid of triggers.
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Sir Chris
DeathChicken
09/12/18 10:08:12 PM
28
This is coincidentally where Mercs always, always blows up on an admin/player level. "So I used an ability." "Yeah your ability didn't work." "Um. Why?" "Because someone miswrote a word on line 19 paragraph 2 of this obnoxious writeup." "Fuck off, I quit"
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We are thought, and reality, and concept, and the unimaginable
Lopen
09/12/18 10:11:31 PM
29
That being said I still like the idea of ability recharges. Otherwise there's no real incentive to get a lot of good abilities, as you just need the best ability out there that you use every match.

That being said it probably shouldn't be done in the form of an ability recharge per se. It should be in the form of I dunno, a status or something. Like if you use a guy's ability he becomes fatigued for X weeks. Which has no effect other than certain abilities might reference it and he can't use abilities while fatigued. Maybe you could also make paydowns fatigue a guy too if that mechanic is kept.
---
No problem!
This is a cute and pop genocide of love!
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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Shine on, you crazy diamond.
Sceptilesolar
09/12/18 10:17:09 PM
31
If you don't want ability use to be solvable, you have to make them less generically useful all around. I believe this is an unavoidable conclusion to this discussion.
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Just killing time until the world ends.
KanzarisKelshen
09/12/18 10:17:14 PM
32
Sceptilesolar posted...
I cannot speak much to the specifics of the rules, but I am a prospective player. The most important factor to me is simplifying and reducing ability interaction. I cannot deal with a game where both sides have a dozen or more abilities, with vague trigger conditions, RNG components, potential back and forth interactions, etc. In the first place, abilities are not really the focus of the game, right? They're supplementary to the fight topics themselves. That's what I would like to see to encourage me to participate.


DeathChicken posted...
This is coincidentally where Mercs always, always blows up on an admin/player level. "So I used an ability." "Yeah your ability didn't work." "Um. Why?" "Because someone miswrote a word on line 19 paragraph 2 of this obnoxious writeup." "Fuck off, I quit"


This is a very large part of why right in the OP I included an ability primer and emphasized wanting more player/admin communication, yes. Mercs abilities should not be vague in terms of what they do, we already have voter respects and opposing leader arguments to add unpredictable complications. One of my ironclad goals for this new game will be to standardize ability writing a bit so it's easier to parse. For example, here's what I'd like Little Mac's Title Bout ability to look like.

Title Bout: Once every three weeks, Little Mac can challenge one random enemy merc to a boxing match before the battle. The conditions of the fight are simple: It takes place within the standard WVBA boxing ring, no armor or weaponry allowed, and all attacks are limited to punches. Whoever wins the boxing match (decided by first to 7 votes or leader after 2 hours, whichever is later) will be able to attend the main fight, with the added benefit of greatly increased morale for their successful boxing title bout. The loser, however, will remain fittingly KO'd for the week's match.

Tags: Pre-Battle, Single Target, Random, Recharge 2, KO.


Does this help with this issue any? If not, any suggestions on how to improve upon it?
---
Shine on, you crazy diamond.
IfGodCouldDie
09/12/18 10:18:45 PM
33
As much as I'd like to play, to make up for my draft mercs fiasco, I can help admin. Maybe doing that before jumping in to a game would help me better understand the game before a proper play.
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Mind post. XBL:Cyanide Sucker PSN:Paters1 IGN:SuperPattyCakes
Tom Bombadil
09/12/18 10:19:14 PM
34
oh nooooooo
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Look at all those chickens
I can be impulsive! I just have to think about it first!
Lopen
09/12/18 10:19:17 PM
35
Now the big thing with the ability point bounty gimmick, is that you would need to make the ability points rewarded after your win streak ends. Because using your bonus ability points to sustain a winning streak that gives you bonus ability points for sustaining it would be degenerate

Same is true for the bonus GP bounty, on that note, but I really think ability points for win streaks is the way to go if you're using ability points.
---
No problem!
This is a cute and pop genocide of love!
KanzarisKelshen
09/12/18 10:19:18 PM
36
Sceptilesolar posted...
If you don't want ability use to be solvable, you have to make them less generically useful all around. I believe this is an unavoidable conclusion to this discussion.


Or there have to be multiple good paths to victory available to you at any given time, yeah. If banging out five KOs is not in fact the best solution every time (for example, because your opponent has so many strong fighters that you won't actually make a dent in their fighting force), then the system becomes more workable.
---
Shine on, you crazy diamond.
KanzarisKelshen
09/12/18 10:22:04 PM
37
Lopen posted...
Now the big thing with the ability point bounty gimmick, is that you would need to make the ability points rewarded after your win streak ends. Because using your bonus ability points to sustain a winning streak that gives you bonus ability points for sustaining it would be degenerate

Same is true for the bonus GP bounty, on that note, but I really think ability points for win streaks is the way to go if you're using ability points.


My thinking is that the winstreak bonus should be flat GP (for example, 3 + 1 per every win above 3) awarded each time you win, while killstreak bonuses should be infra (to encourage punching the heavyweights in the nose). Since flat GP only gives a temporary cash injection, instead of a permanent one, it's easier to balance it, and give a decent encouragement to win. AP bonuses are an interesting concept too, though - debating if that'd be better than allowing players to exhaust mercs like they're cards or not.
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Shine on, you crazy diamond.
Lopen
09/12/18 10:23:01 PM
38
I thought about that idea before you posted it. I came to the conclusion that I don't really like exhausting mercs to "pay" for more abilities because when you think about it that's basically just recharges but shifting around how the mechanic works
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No problem!
This is a cute and pop genocide of love!
DeathChicken
09/12/18 10:23:26 PM
39
"How many rounds is the boxing match? What are the rules? Are we going by standard boxing rules or Punch Out rules where it's perfectly acceptable to teleport?"
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We are thought, and reality, and concept, and the unimaginable
KanzarisKelshen
09/12/18 10:26:50 PM
40
Lopen posted...
I thought about that idea before you posted it. I came to the conclusion that I don't really like exhausting mercs to "pay" for more abilities because when you think about it that's basically just recharges but shifting around how the mechanic works


Kiiiinda? The key is that it also costs you battle prowess down the line (since an exhausted merc can't fight). You need to provide some way to weaken the top dogs somehow, otherwise the game ends up with a very strong rich-get-richer loop, because the first person to acquire a really broken ability combo can use it to continue smashing people for more and more wins until someone else catches up, so the #1 winner only loses to the #2 claiming that bounty for himself. If the periods of weakness are short (one week, two weeks tops) it incentivizes working together with other players to make the strongest teams bleed, too - which is precisely the kind of effort you want to see since it keeps the game interesting at a macro level, not just in battle topics.
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Shine on, you crazy diamond.
KanzarisKelshen
09/12/18 10:28:45 PM
41
DeathChicken posted...
"How many rounds is the boxing match? What are the rules? Are we going by standard boxing rules or Punch Out rules where it's perfectly acceptable to teleport?"


Funny you mention this because a reworked version of the ability would say 'going by punch out rules as seen in the super punch out manual (minus continues, as seen here: https://cdn.discordapp.com/attachments/211611655199653889/484561303872995328/Screenshot_20180830-041252.jpg )'. I just omitted that for the sake of doing a quick-n-dirty mockup of what the 'parameters' bit of the ability would look like. Believe me when I say stuff like the boxing match is extremely on my mind when trying to clean up ability wordings.
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Shine on, you crazy diamond.
DeathChicken
09/12/18 10:31:32 PM
42
I'm kind of laughing at "No illegal moves" in the game where one of the boxers hits you with a stick
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We are thought, and reality, and concept, and the unimaginable
greengravy294
09/12/18 10:31:38 PM
43
Alright I guess I'll formally become an admin

You know.......because I cant beat kanz.........
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Tirofog
09/12/18 10:33:07 PM
44
Because it hasn't been asked yet - what are your current plans for tiers/paydowns? I know that was probably the most contentious topic of rules discussion last time things were actually discussed.
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I'm just here to post something barely relevant, then fade back into the shadows. It's a tough job, but BKSheikah has to do it.
greengravy294
09/12/18 10:33:32 PM
45
What happens if mac fights an arwing. Does he win by default
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Lopen
09/12/18 10:33:54 PM
46
It's a recharge that costs more, is basically the only difference. I think Chris is correct though that hoarding ability uses is fundamentally a big part of why there isn't more fighting, and with enough fodder mercs to "exhaust" you'd still run into that problem.

I'd rather resources to use more abilities be an up front price rather than just a potential one that needs to be punished. Spending GP as Chris said to do it works, but I think that your counterpoint of there becoming a point where the spending GP to earn a win is foolish makes sense and it'd be largely a trap mechanic. Spending AP that you don't auto-replenish works.

Ultimately the problem is that exhausting mercs you aren't necessarily going to use is only potentially a cost, which doesn't actually fix the problem.
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No problem!
This is a cute and pop genocide of love!
Johnbobb
09/12/18 10:34:42 PM
47
oh shit

so I don't know if I'd make the best admin since I'm still not the best with the heavier aspects of Mercs but I'd be happy to work on builds and stuff before it starts

although on the other hand, I do think I'm pretty level-headed when it comes to Mercs for the most part, and I certainly wouldn't be opposed to any kind of role
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Khal Kirby, warlord of the Super Star Khalasar
PSN/Steam: CheddarBBQ https://goo.gl/Diw2hs
Lopen
09/12/18 10:36:17 PM
48
Man the more and more I think about this, the more and more I really like the mechanics AP can add to the game.

For example, you could make low ranked players get an AP bonus for the match if they're declared on by a high ranked player.

You could make declaring on the guy with the bounty, once the bounty gets high enough, give bonus AP.

You could get bonus AP if you declare on a guy and DON'T defer

Just so many cool things you could do with this idea.
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No problem!
This is a cute and pop genocide of love!
Johnbobb
09/12/18 10:37:01 PM
49
greengravy294 posted...
What happens if mac fights an arwing. Does he win by default

8UZoqnF
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Khal Kirby, warlord of the Super Star Khalasar
PSN/Steam: CheddarBBQ https://goo.gl/Diw2hs
Lopen
09/12/18 10:41:15 PM
50
Rolled crap on the declaration order? Have a bonus AP for the week.

On a really long losing streak? Have a single bonus AP that you can spend as you choose.

Facing a team that has Yumizuru on it? Bonus AP. Just because.

Dante is a genius. I knew I brought him in as the unofficial admin for a reason.
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No problem!
This is a cute and pop genocide of love!
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