|
|
|
|
 |

June 18th, 2004, 11:50 AM
|
 |
Captain
|
|
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
|
|
Re: Mercenary Idea
Quote:
Originally posted by Norfleet:
The other catch: It is in no way PROFITABLE to *EVER* rent out most mercenary units!
|
Depens upon the price, doesnt it?
Quote:
Originally posted by Norfleet:
...the real reason manifests itself: To give specific commanders, usually mages, to the service of a presumably allied nation.
So isn't this what we *REALLY* want, and what this feature would be abused for, if implemented?
|
Sure! Either give them away to allies or to the neighbors of your enemies, so that your mages can attack him where your enemy doesnt expect them to do.
I guess this would truly make it into a global war scenario, requirering much more diplomacy to win a game...
|

June 19th, 2004, 01:36 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Mercenary Idea
How diplomatic can rivals be? This is a game about GODS (well, almost) going around to kill all other beings strong enough to claim for godhood, and in what situation would they make an alliance? I haven't seen anyone give a reason that would be big enough to change this and allow alliances in the game.
|

June 18th, 2004, 03:12 PM
|
 |
Captain
|
|
Join Date: Feb 2004
Location: within 200km of Ulm
Posts: 919
Thanks: 27
Thanked 0 Times in 0 Posts
|
|
Re: Mercenary Idea
Quote:
Originally posted by Endoperez:
How diplomatic can rivals be?
|
Why should you already give up if you see that a competitor is stonger than you are? Use diplomacy and try to make someonelse wage war first and then, when both combatants are weak, wreak havoc upon both...
I guess only Ermor might win entierly on its own. Everybody else has to make some alliances. The questions is when the right time has come to quit this alliances (and I dont necessarily mean by foul treason).
|

June 18th, 2004, 03:48 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Mercenary Idea
Situational alliance is one thing. Another in which you send your elite units and/or your best mages to work for another nation, so that they will both be stronger when you finally are ready to take on him and their weaknesses in magic are patched with booster items or the actual mage is totally different.
edited the end, added some words.
[ June 18, 2004, 14:50: Message edited by: Endoperez ]
|

June 18th, 2004, 03:51 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
|
|
Re: Mercenary Idea
Ive had MP Dom2 games where giving commanders to each other has been an important thing in the way the game went. And even some games where the selling of commanders to everyone in the game was a money-market for one player.
Ive also seen games where people mercenaried their armys.
So Im not sure what the mercenary thing suggested here is supposed to add. Renting your commanders/troops then getting them back doesnt seem to add to the game. It only seems to provide free transport, full control of your troops under the other player, and free transport back. And everyone seems to be pointing out the problems those things would cause
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
|
| Thread Tools |
|
|
| Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|