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The Mercenary System

Cryptite

Elder
Staff member
Elder
A pretty substantial change to Conquest 2.0 is not just the addition of the Mercenary system, but more the restrictions about how it can be used. Despite the fact that we don't allow literal alliances between towns on separate continents, there's really not much stopping people from helping each other and worse, not being in an Alliance is almost advantageous and allows for some of cheesy tactics that have been used for blocking golems, etc.

So the big change that we're going to try out is that you can only hire Mercenaries (anybody else not in your town or alliance) for one of your fights every 24h. Further, players not in the attacker/defender's town/alliance or hired as mercs will be unable to enter the region the battle is taking place in. If you attempt to enter a region that's under attack and aren't a hired merc, you will be blocked entry similar to how the world border in the seas works.

There are only two ways into a fight:
  • Through your Beacon/Merc-Beacon when the cooldown is up and you press the button.
  • Or, if you're on the edge of the region and you can't get in, if you're allowed to go to the fight, there will be a brief period during which a beacon warps people into the fight where the "region blocker" will come down and whitelisted players can run in (for strategic purposes).

Sounds pretty drastic but here are the thoughts about why this is necessary:
  • Towns/Territories that reside near Ports are at a pretty huge disadvantage. Attackers that die can just take the boat and get back to the fight often much more quickly than waiting on their Beacon cooldown, resulting in uneven, unpredictable, and hard-to-defend battles since players can nearly continuously trickle in.
  • Towns near each other may have this same issue. While you could argue "well why'd you settle next to the strongest town on the server?", new towns may not have this knowledge or even current towns may turn out to be screwed over if a nearby town grows and becomes very strong.
  • Anybody can go to any fight at any time if they want to, meaning so many battles are being fought that don't even involve the attacker/defender in the majority, meaning bringing in 'hired guns' for ALL of your wars just winds up being weird. Are you even winning your own battles or do you just happen to be friends with the best PvP'er on the server.
In short, it's difficult to balance fights around the reinforcements cooldown if people can get around to fights a variety of other ways. Another line of thought we're pursuing is that it should be harder to control territory the farther it is from your home town. One possibility of further territories is that your beacon cooldown gets longer, making reinforcing your troops far away is harder (and it parallels reality in a way).

As for how Merc works in general, we don't have final details but it'll most likely just be that you can invite or players/towns can request to fight for you and you say "ok", adding that player/town to a whitelist (basically like Airships) who can then use the Beacons at Spawn to go to the fights.

We feel, overall, this will do a better job allowing towns to fight amongst themselves in their own continent first, then considering invading other continents. You'll be able to help your friends from afar once a day, but won't be able to defend them from their attackers at all times. We want towns to fight their own battles from time to time. The past few months of proxy wars has left people with a bad taste in their mouths and we hope this will keep things a little more focused and fair.

Go Forth!
 
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Ajaxan

Well-Known Member
Slicer
One change I would make to the system of mercenaries would be to have the 24 hour cool down attached to the mercenary town as opposed to the town hiring mercenaries. In this way towns could have multiple fights where they have mercenaries in a single 24 hour period, but they would all have to be from separate towns.

For example, if their are two towns which want to fight as mercenaries for you, they can both serve as mercenaries once at two separate fights.

In this way towns that have more friends and more connections can use that to their advantage.


(Completely reworded everything. I forgot how to speak English this morning)
 
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Cryptite

Elder
Staff member
Elder
I dunno what you said, but if I caught even a third of that meaning, it should be noted that you basically will choose, upon setting up an inhib, to allow reinforcements for that specific fight. At that point you can bring in any town or player to that fight; no limits (except enemies, obv). This will then consume the daily merc usage for that town or alliance.
 

Lazuli73

Well-Known Member
Slicer
How exactly does one pay a mercenary? Is it a physical trade with power shards or gold or something involving a new fiat currency. If it's the former wouldn't a town just return what was given to them to their allies for fighting along side them?
 

Cryptite

Elder
Staff member
Elder
How exactly does one pay a mercenary? Is it a physical trade with power shards or gold or something involving a new fiat currency. If it's the former wouldn't a town just return what was given to them to their allies for fighting along side them?

At this point there's no real 'payment' system we've devised. And perhaps calling the Mercenary system is a bit misleading as currently it's called "asking for reinforcements" in the game. Given you can only use it once every 24h, payment can be done between towns/players of their own accord if they like.
 
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