Board 8 > Mercenaries 5, Day 0 Results: Personally, I Prefer The Bear

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Kamekguy
01/22/23 8:21:03 PM
#1:


Match Results:

Kan > Kamek (13-0)
Kamek > Trdl (8-0)
Trdl > Kan (6-5) (Close!)

Kirby's Hit! He Loses His Zenos ability.
Gael gains 5 Blood Counters
Max gains 1 Storm Counter

XP:

Kan - 15 XP
Kamek - 15 XP
Trdl - 15 XP

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Kamekguy
01/22/23 8:22:59 PM
#2:


Thank you for joining us for this week of demo matches! We hope that the overall changes made to the mercs formula has been intriguing and enjoyable, and the matches themselves were entertaining enough! We'll be releasing information shortly on what we plan to do in the future, and value any and all feedback!

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KanzarisKelshen
01/22/23 10:36:06 PM
#3:


I hope everyone enjoyed the showmatches this week! We're very happy to have finally unveiled the product of our labors. Of course, our work is far from done. Our goal is to make Mercs 5 the best, greatest iteration of Mercenaries yet, and to that end, we need to keep fine-tuning and polishing our understanding of the game and its needs (we have already made ourselves a list of changes we need to implement, which will be posted here as we make the relevant modifications to the builds). And for the sake of improving mercs even further, we need you! There's no substitute for proper testing when it comes to making sure a game works just fine, and for that reason, we are now recruiting for a short test run for Mercs 5!

Points to note about this upcoming testrun:

-Short means ACTUALLY short. The old Mercs TR became Mercs 2 in all but name. This ain't that. This test run will last six or seven weeks, at the end of which we'll begin recruiting for M5 proper! We just want to see the game played before we commit to the year-long odyssey that will be running the full game. It'll be a chance to get your feedback in, and get a feel for the new mechanics before the full game is played. Consider it an avant premiere for our crew who came back when we sounded the call the game was back in town.

-The Test Run will consist of no more than eight players, facing each other round robin style. There will be no playoffs after. Whoever racks up more victories will be crowned the winner!

-The game's standard mechanics (like experience, infra gain, etc.) will be accelerated so as to move the game from an earlygame start, to midgame, to lategame across the six or seven weeks it'll last (we reserve the insanity of the endgame for the actual full game): More details to come over the next few days, but expect something fairly similar to the draft game played after M4's conclusion.

-We will be adding new mercenaries each week! The first Peacetime will be a 48 hour double feature where leaders will buy their initial mercs in a sort of 'week 0' then proceed to actually playing out a normal peacetime in the following 24 hours. And yes, this means there will be letters. :)

-There will be experimental builds! We'll mix in plenty of returners updated to M5's new systems, but expect us to break boundaries and try unusual stuff with this test run. We want to gather feedback on potential risky or controversial moves before adding them to the full game where it'll be too late for significant adjustments. As such, we want players to be good sports and remember that the goal is to push the system to its limits and watch how it handles strain, and not worry too much if something seems bonkers. If it really is that bad, odds are good it'll be adjusted for the full season's launch.

-Most of all, we want everyone to enjoy themselves. Mercs is usualy a very huge time commitment, but this test run will be a much shorter run than a full season. If you're unsure if you'd want to play in a full season, feel free to apply to this one and see how things go. We want the experience to be pleasant and much less draining than past mercs games, so don't be afraid to give it a try. You just might enjoy it!

That's all for now. Changelog of the already revealed builds to follow (part 1).

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KanzarisKelshen
01/22/23 10:59:05 PM
#4:


Mercenaries 5 Changelog, Part 1:

Whew, what a showcase, huh? The game has changed a lot, and so has the gaming world. Gone are the days where 'just let it rock bro' was the universal answers to issues with a game. We live in a patch culture world, and such, we must get on with the times. Treat these changelogs as Mercenary's own first patchnotes -- and a peek into our thought process as admins based on the data we collected off our matches.

Zenos viator Gavus

-Adjusted A TEST OF YOUR REFLEXES to be able to target any merc of equal or greater upkeep to Zenos within his own match, in addition to Challenged mercenaries. We want this ability to be used to keep leaders on their toes, and just hitting challenged mercenaries made it a bit too linear. This should help make it consistently useful for more than just cross-match griefing while retaining its 'don't get ganked' flavor.

Leon Kennedy

-Swapped Right Hand Comes Off and Smalltime. Smalltime is definitely the more powerful effect, but the issue with it is that it requires having a well-built and strong low (or mid) tier team before deploying it. Early game mercenaries NEED straightforward abilities that can clearly affect matches to swing them in their favor when merc rosters are small, and Smalltime did not achieve this. Right Hand Comes Off should buy Leon's team enough ability impact to fight through tough matches comfortably while building up the low and mid tier engine.

-Adjusted Leon's bio. FFD provided good feedback on how it emphasized his CQC too much. A note on Leon's weakness to the almighty power of GUN in RE2 was also added to properly caveat his durability.

Kazuma Kiryu

-Increased the cost of Step Right Up to 2 AP. This ability was utterly devastating, and almost singlehandedly won me one match and helped make the other extremely arguable. We judged the fact that it didn't ban prebattles to be sufficiently limiting, but it's clear we underestimated the power of Intimidations -- against mercs with just Start of Battle abilities, they are effectively full-bore KOs and should be priced as such. The upgrade to Step Right Up now offers a refund in case of fail to take some of the sting off this nerf, but if this still proves to be too strong, we'll remove this compensatory counterbuff outright. We're watching the Dragon of Dojima closely.

Selvaria Bles

-Selvaria's first ability upgrade has been adjusted to cost 15 EXP, from 5 EXP. It was a far, far too easy method to access an extremely wide-angle KO, and while Removal will always have a place in this game, we want to prevent it from being an automatic go-to. Attaching a meaningful pricetag to this powerful upgrade ensures that Selvaria's KO will be less likely to have 100% uptime on the ability rotation.

Yu Narukami

-Adjusted All-Out Attack to 0 AP cost. As a full-random ability that required prized allies to not use their powerful abilities, it was simply too niche and unreliable to be worth burning a precious AP on. Instead, we're learning harder on its natural opportunity cost: yeah, sure, it costs nothing to throw out just to fish for a chance to do damage...but if it hits a valuable target, it's now an open question whether it's worth refraining from using certain abilities just to maximize All-Out Attack's impact.

-Adjusted Yu's bio to reference instances of firearms fear in the Persona series more clearly. Citations never hurt anybody.

Tifa Lockhart

-Removed the cross-game mention from her bio, replacing it with two relevant instances from Final Fantasy 7 continuity, as well as expanded the details of her materia loadout a little. Also amended her weaknesses bullet point to be a little more precise and factual. This bio needed work, and we appreciate everyone's feedback on it!

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More changes will come in the days to follow. Stay tuned!

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Johnbobb
01/22/23 11:17:52 PM
#5:


I would absolutely want to participate in the test run

BUT

I'm starting a new job in like 2 days so I'll probably wait for now

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FFDragon
01/22/23 11:34:54 PM
#6:


I would absolutely want to participate in the test run

BUT

I don't want to kill myself anymore

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Chaeix
01/22/23 11:36:17 PM
#7:


Im down for the test run but will likely get significantly busier in mid-April when Im back at work.

so basically Im down for the test run

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Eddv
01/23/23 2:41:49 AM
#8:




I am down to do a test drive maybe.


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Lopen
01/23/23 3:43:34 AM
#9:


I will play in a test run if you need bodies but I would prefer to let someone else and just vote

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AriaOfBolo
01/23/23 6:20:29 AM
#10:


I might test the run

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greengravy294
01/23/23 12:55:29 PM
#11:


I'll do the test run.

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Tirofog
01/23/23 9:22:39 PM
#12:


I'd be down to replace/fill in for a week if you guys need someone for that (or if you end up with an odd number of people).

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trdl23
01/24/23 5:48:26 PM
#13:


Mercenaries 5 Changelog, Part 2:

Haurchefant Graystone: Swapping his removal interception ability to baseline and his removal immunity ability to upgrade. Haurchefant should be released early as inspiration to build a themed team, and as such should have an ability that is immediately useful instead of something that only works if you've already lost. He wasn't particularly useful in combat this time due to circumstances, but the threat of his terrain practically forced Kamek to spend KoaC to counter him.

Max Caulfield:The deciding factor in my match with Kanz, which is pretty powerful for a support with no active abilities. Clearly gathers enough respect to justify sometimes accidentally blowing up your team.

Vivi: Finally a properly thematic build for the boy. The original ability is powerful as always but far from backbreaking with proper counterplay, and we're eager to see how his limited life span affects team choices.

Gael: Pretty pleased with him. He's strong, he's tough, but he's not a blowout for Low. Getting free terrains is super powerful, of course, but he doesn't have anything at baseline besides battleworth. His upgrade ability is strong but still specific and far from "removal," so being able to use it for 0 AP (but still a genuine cost) is fine.

Estinien: No changes yet, but we need to test him without the dragon buddy and see how much respect he gathers. We're certainly uncertain if things are right with him yet. (Someone buy him for the test run!)

Zeratul: His build was practically unchanged from M4, and for good reason. Perfect.

Garrus: Carries strong respect, but he might be missing a certain something. We're keeping him on deck.

Raiden: One of the new(ish?) class of SOLOS mercs, but far less obnoxious than the likes of the Sparda Bros. We're happy where he is.

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Kamekguy
01/24/23 8:42:55 PM
#14:


Mercs 5 Changelog, Part 3:

Banjo & Kazooie - Adding some clarifying text to Split Up to ensure that its clear that Collectathon can be used once between the two of them as a PS ability and that their terrain can be bid on. Otherwise, honestly they went better than Id hoped - functioned as a nice deterrent for abilities, neat combo pieces, and people actually talked about them. Gruntildas Lair is my big favorite, and in spite of being a big terrain, was fair enough to keep fights understandable.

King of All Cosmos - Perfect. I will never make a better ability than Beeeear!

King K. Rool - I wanted him to be a low tier bully. Absolutely succeeded, which is nice as I thought the other option was "he gets laughed out of the building"! Cost 2 AP to be a match decider with no inherent ability protection, but otherwise is a low-value target. Still has wiggle room in spite of being able to get a ton of power, good guy, I like him. Please buy him I think he's very funny.

Sagat - Effective, a bit there but creates low-value pressure. Didnt get to highlight the potential for ring outs or his close quarters abilities outside of is good, but I think its neat! Needs a bit of further testing to see how effective King of Low Tier/applying fatigue on his tiger shots are.

Kirby - Honestly exceeded my expectations in terms of combat respect. Kirby was one of the mercs I was most afraid of seeing released, because the gulf of strength hes received since the last mercs is MASSIVE in terms of actual feats that arent just theoretical or he punched the planet in half. Kirby respect leaned a lot harder than expected. As such, if Kirby brings a 6/week form or higher, he will be considered a 5/week for rostering purposes. This wont apply if he eats a 6/week, just if he brings one in. Also will tweak his bio to less emphasize durability, and more explain his copy ability has very few showings of increasing durability and base stats when hes not attacking. Friend Heart and Robobot Armor require further testing, but I still think Friend Heart is a slightly more elegant Helper that fits Kirbys flavor a bit more.

Solid Snake - The idea of Snake is to make your opponent scared of what you CAN do, even while youre doing absolutely nothing. This 100% happened. As such, will be tweaking Snake to clarify that ALL of his abilities are privately declared after Tactical Espionage other than Wartime Has Changed. Also will note on ability upgrade, you can spend 1 AP to cancel Kept You Waiting, Huh?s self-negate. Otherwise, the build worked as intended - create pressure from the potential of what Snake CAN do, rather than solely the presence of Solid Snake.

Aigis - Mostly just clarifying language that she takes all damage from abilities, including KOs, but non their non-damaging effects. It basically worked out that same way in-topic, just updating language to clarify it. Was put in a bad position in-topic, but I feel this build works.

Tusk - Removing Death Comes to Us All at base and in its current form. It was intended to be a neat bit of flavor, but honestly, its more of a strong nerf that Tusk isnt strong enough to need. Instead, moving it to be an upgrade option, wherein if hes hit with a removal ability, hell just be unconscious and will show up after the rest of his teams fallen, ignoring all SoB and Pre-Battle effects. This will replace his current ability upgrade, which will mix in the 2/week ability immunity. With that said, he got a healthy amount of respect for a literally who?, which is what Id like from someone who was intended to fit the Ike archetype of man who hits with sword and others die. Finally, were reducing the XP cost of Watchman of the Gods, and reducing the character limit on Ask Uncle Tusk to 400 - 640 was excessive for ME, and Im obnoxiously verbose!

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Johnbobb
01/24/23 9:00:35 PM
#15:


hyped to see Kirby get respect but sad I won't be bringing Dante Kirby to low tier much anymore

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Lopen
01/24/23 9:13:27 PM
#16:


Kamekguy posted...
but I still think Friend Heart is a slightly more elegant Helper that fits Kirbys flavor a bit more.

I loved the writeup for helpers in m4 and am sad they're gone.

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KanzarisKelshen
01/29/23 6:22:55 PM
#17:


Still taking players (and debating potential tweaks to the draft as necessary). Also, first batch of letters TONIGHT.

Also also, a possible announcement to follow

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Chaeix
01/29/23 8:05:28 PM
#18:


KanzarisKelshen posted...
Still taking players (and debating potential tweaks to the draft as necessary). Also, first batch of letters TONIGHT.

Also also, a possible announcement to follow
:O

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Mewtwo59
01/30/23 2:19:11 PM
#19:


If this is the sign up topic, then I'll sign up for the test run.

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KanzarisKelshen
01/30/23 8:02:57 PM
#20:


Alright, time's up. Signups for the Test Run have officially concluded!

Current list of applicants:

A) JC
B) Eddv
C) Aria
D) Gravy
E) Mewtwo

Maybes:

A) Lopen
B) Tiro

As such, we have a choice to make I would like to consult the players with. With a lower amount of weeks, there's less of a chance to develop a full team strategy and test it. As such, I would like to ask the following questions:

-To Lopen and @Tirofog (idk why I can't @ Lopen here): would you guys prefer to vote or play? This is to confirm what we can do with this test run.
-To the confirmed applicants: would you rather do a full run of seven matches (refighting three players each, or one player if Lopen and Tiro opt not to play) or instead simply run two 3 week cycles overall? In the latter case, rather than a round robin, this would be a full on test of the declaration mechanics, including pre-match bidding on week 1 to determine dec spots. This could potentially lead to more refights overall, but it would also allow everyone to experience an environment closer to a normal season as well.

Needless to say, we'll certainly have to improvise regardless, but I'm confident we can make this a very entertaining and informative test run.

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Eddv
01/30/23 8:18:39 PM
#21:


I would prefer to do the 2 cycles thing

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Lopen
01/31/23 12:50:44 AM
#22:


I'll play. I just wanted to opt out if we had more interest than the number of people you wanted to play in it.

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Tirofog
01/31/23 11:43:44 AM
#23:


I'm happy to play if you still need even numbers (Looks like Mistaya from the Discord may have been interested in playing?) but I'm also fine sitting out and voting/replacing/filling in for a week here or there if people need it. :)

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FFDragon
01/31/23 12:08:48 PM
#24:


I don't think I'll ever have the mental fortitude to play again, but I will become an avid voter.

Build your teams accordingly tbqh

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Dantezoid
01/31/23 1:04:52 PM
#25:


I will randomly come and vote with little explanation for my thought processes, which typically is 180 from everyone else's

Shirou and sonic buyers beware

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GANON1025
01/31/23 1:22:33 PM
#26:


Sonic should be getting massive respect after Frontiers imho

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Chaeix
01/31/23 1:42:46 PM
#27:


Id prefer the shorter option cause I only have 2 months left until im back working

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KanzarisKelshen
01/31/23 2:37:44 PM
#28:


GANON1025 posted...
Sonic should be getting massive respect after Frontiers imho

Hi GANON

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AriaOfBolo
01/31/23 4:04:19 PM
#29:


Up for either! Pre-determined matches is less work per week but dec order is fewer weeks, both of which is appealing since this is a crap time of year for me lol

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Eddv
01/31/23 4:21:00 PM
#30:


FFDragon posted...
I don't think I'll ever have the mental fortitude to play again, but I will become an avid voter.

Build your teams accordingly tbqh

So should I bid on Montezuma

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AriaOfBolo
01/31/23 4:36:37 PM
#31:


AriaOfBolo posted...
Up for either! Pre-determined matches is less work per week but dec order is fewer weeks, both of which is appealing since this is a crap time of year for me lol

that said (almost in English!) I think the round robin sounds more fun

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KanzarisKelshen
01/31/23 4:55:04 PM
#32:


UPDATE: Boko has also signed up to play (right in the nick of time lmao)! This means we have six confirmed players, if this makes a difference for Lopen and Tiro.

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Lopen
01/31/23 5:16:26 PM
#33:


It only makes a difference for me if you'd rather have 6 than 7

Basically just have me play or not play whatever achieves your goals better man

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Mistaya
01/31/23 5:20:08 PM
#34:


I'd prefer to spectate since I haven't played before and I'd like to see the whole peacetime thing in action at least once before I commit to the bit, was only offering in the case of a 7/8 to round it up. So if Lopen and Tiro are good with it, let's gooooo~

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KanzarisKelshen
01/31/23 6:56:30 PM
#35:


Lopen posted...
It only makes a difference for me if you'd rather have 6 than 7

Basically just have me play or not play whatever achieves your goals better man

In that case, don't worry about leading -- 6 players is plenty to make the test run work as intended, I believe. I expect some sick votes though...!

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greengravy294
01/31/23 8:56:36 PM
#36:


lopen you coward

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ZeeksFire
02/01/23 9:05:44 AM
#37:


I'll be voting and looking forward to it. Also I'm looking forward to potential brand new mercs being designed as well.
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FFDragon
02/01/23 10:11:36 AM
#38:


Eddv posted...
So should I bid on Montezuma

If Montezuma doesn't have the largest bidding war I will be highly disappointed

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Lopen
02/01/23 10:13:10 AM
#39:


I'm not playing it so don't count on that

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Eddv
02/01/23 9:28:09 PM
#40:


Eddv checking in with Atelier Griselda

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greengravy294
02/01/23 10:09:39 PM
#41:


Silver Snakes

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greengravy294
02/01/23 10:21:41 PM
#42:


change to
Hip To Be Square

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AriaOfBolo
02/01/23 11:27:29 PM
#43:


think I'll go back to Aria Of Effect

Aria of Sorrows was tempting but let's positivity

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Chaeix
02/10/23 10:59:16 PM
#44:


tentatively Fog Legacy

mostly because i need a name

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Mewtwo59
02/11/23 12:07:54 AM
#45:


I'll do a throwback to my last time in a test run.

Orange Bears

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Eddv
02/11/23 8:29:13 AM
#46:


Change to Here Comes the Hotstepper since we have a music theme goin

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AriaOfBolo
02/11/23 9:35:12 AM
#47:


music theme you say

The Town Inside Mercs

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Chaeix
02/11/23 5:00:08 PM
#48:


i like how you went from a music theme to a music theme

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KanzarisKelshen
02/12/23 1:55:39 AM
#49:


Confirming the following Team Names:

JC: Fog Legacy
Aria: The Town Inside Mercs
Eddv: Here Comes the Hotstepper
Mewtwo: Orange Bears
Gravy: Hip To Be Square
Boko: Boko Bombers

Barring any last minute name changes (such as JC swapping to 'The Team Formerly Known As Fog Legacy'), I will begin setting up the wiki pages tomorrow. Which leads to some news for those not on the Mercs discord! Things to note:

  • The wiki no longer looks like ass! We're still not done with the process of emerging from the retro 'Geocities circa 2002' look, but we now have pleasant site colours, proper navigational functionality, and everything is at most two clicks away from any given page. Check it out here! http://mercs5wiki.wikidot.com/
  • On that note, all week 1 mercenaries have been posted. If you want to theorycraft teams for fun before the bidding wars start, now's a good chance to do so! You can find the characters here: http://mercs5wiki.wikidot.com/available-characters
  • We've implemented balance tweaks, updated bios and generally polished the mercs on offer to a mirror shine. They should do the characters proper justice, I dare say.
  • The test run launches this monday! It will operate under normal M5 parameters, except where noted. I will post a list of rules tweaks further down this post.


The tweaks to make the Test Run snappier:

-Players will start with 200 GP to make purchases with.
-To allow players to actually experiment with upgrades, EXP gains will be doubled. Losers will receive 10 EXP per week, while winners will receive 20 EXP per week.
-Likewise, infra gains will also be doubled, and set at a static 3 Infra baseline (so, 6 in practice) instead of ramping amounts of infra gained over time. It should be possible to buy a few mercenaries before the end. This includes the close match bonus, so losers in close matches will gain 2 infra instead of 1!
-We will conduct a 'Week 0' on Monday of next week for players to buy Week 1 mercenaries on. Peacetime will last 48 hours, and during the latter 24, mercenaries will be integrated into teams, allowing Peacetime abilities to be used.
-Players will bid for declaration order priority on Monday, to determine who will declare first. Any amount of GP may be bid to secure a higher spot on the hierarchy, and any player may declare on any other player. After week 1, declaration orders will be adjusted based on win-loss record, with players with less wins given a higher spot. In the event of a tie, head-to-head record will be used if appropriate, and otherwise ties will be broken by number of votes received, then remaining GP, then a coinflip.
-Players will have 3 AP to spend on the first cycle before Reinforcement, and 4 AP on the second.

It should be a merry bloodbath. We're excited to kick off this preliminary mini-season of M5 and see exactly how the system we've spent so long crafting holds up in player hands!

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Shine on, you crazy diamond.
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greengravy294
02/12/23 10:03:56 AM
#50:


Time to read the rules

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https://imgur.com/a/LEqiW
https://imgur.com/iXHxhET
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