Forums / DQ: Empires - Community / General Discussions (Eng) / MERCENARIES - upcoming changes
Posted ByMessage
Green
[ Posts : 1005 ]
[Post Date: 14-Jul-2004 13:23]

Hi!
I want to discuss about planned changes for Mercenaries.
when Mercenaries was designed, we planned they as the strongest side in the Galaxy - I mean war side.
But in the same time they must be dependent from other races/sides. Current implementation is worse - Mercenaries are not depend from other players.

So, I plan to introduce the following implementations:

1) The maximum income (for 500K Comcenters and 24 Economics tech level) will be 13M UC per turn. (Fleet expences are not included).
2) Mercenary fleets can not be moved more than 100 quadrants from the base (this is basic value, it will depend from Communication techlevel - and, possibly, from the space tech).

What is Your opinions ?
Merlin
[ Posts : 46 ]
[Post Date: 14-Jul-2004 18:41]

Quote

1) The maximum income (for 500K Comcenters and 24 Economics tech level) will be 13M UC per turn. (Fleet expences are not included).
2) Mercenary fleets can not be moved more than 100 quadrants from the base (this is basic value, it will depend from Communication techlevel - and, possibly, from the space tech).

What is Your opinions ?


Then you must add same restrictions (fleets movement) for humans too - they use same kind of propulsion technology and use same space continuum to move... if compare with krong and fagur wich travel in subspace or don't travel at all like krong does...

and what mean 13M per turn? Do this mean MAX CLEAN income?
Green
[ Posts : 1005 ]
[Post Date: 14-Jul-2004 19:26]

Quote
Then you must add same restrictions (fleets movement) for humans too - they use same kind of propulsion technology and use same space continuum to move...

Who said this ? Where ? In any case we will think about rebalansing in this direction too ....


Quote
and what mean 13M per turn? Do this mean MAX CLEAN income?

Uups, not 13M net income.... I think the maximum will be 1M .... w/o taxes for fleet maintenance
Merlin
[ Posts : 46 ]
[Post Date: 14-Jul-2004 22:44]

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Uups, not 13M net income.... I think the maximum will be 1M .... w/o taxes for fleet maintenance

will i shock you if i'll tell that last few hours ystrd i had a clean income of 43 millions/turn? isn't 1 million too low???
just spend some time counting how many credits you'll need to keep your base and fleet production/payment... if so - you'll be unable to own more than approx. 90K of each module and a fleet not bigger than aprox. 450K fighters and 900K spy units...
So, if ya stay cool and ask yaself, do "new age" mercenary look like a warmonger?
Answer - nop...
coz same damage can be done by 7650 capital ships... and humans don't have a "capital ship" cap limit...
This message was edited by Merlin
Tero
[ Posts : 28 ]
[Post Date: 15-Jul-2004 04:14]

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[if so - you'll be unable to own more than approx. 90K of each module and a fleet not bigger than aprox. 450K fighters and 900K spy units...
So, if ya stay cool and ask yaself, do "new age" mercenary look like a warmonger?


If I understand correctly, the 13M top is for Commcenter income only, there's no limit for other sources of income like bounty sales or future cover operation rates. Am I right Green? If not, Merlin's right that it is unfair.
Green
[ Posts : 1005 ]
[Post Date: 15-Jul-2004 10:56]

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If I understand correctly, the 13M top is for Commcenter income only, there's no limit for other sources of income like bounty sales or future cover operation rates. Am I right Green? If not, Merlin's right that it is unfair.


Absolutelly right. The main idea is to introduce mercenaries dependency from other players - as it was planned from start.
Of course, players must change a bit they`s tactics and strategy. For example, only Mercenaries can do sabotage missions.
I plan to rebalance game in such way - the 1 mil of fighters will be VERY big fleet for Mercs. Because Mercenaries are located only in one location, comparing with Humans, for example.

If I resume all said above (including posts in Russian forum too), the following changes will be introduced:

1) The maximum income will _not_ be limited (theoretically, up to 2 MLRD), but optimal income will be in range [0.2-0.8]M UC per turn and always will be pozitive (I mean net balanced income, w/o fleet maintenance).
2) Fleet will be limited to fly only in radar`s range
3) Fleet maintenance will be increased (but stil remain linear)
4) Fleet firepower will be a bit more than current
5) Propulsion module power will be lowered
6) Cloacking modules power will be lowered
7) New mercenary missions will be added