Suggestions for Merc Uses, changes, updates and Balance
Posted: Mon May 28, 2007 7:51 pm
I would like to suggest that the cost of mercs be increased. There are way to many players out there building their entire strike out of mercs and getting 250 bil + strikes with it, then they attack people with armies made of 60% or more supers and the ones with supers loose more soldiers than the attacker.
1) Increase the cost of mercs.
People are building entire armies of mercs with 16 super soldiers to lead them. It costs them almost nothing to loose 50k mercs attacking a 100 bil + def made of super soldiers. This isn't right.
2) Maybe make it so that a certain percentage of the army (strike or def) has to be regular soldiers (super soldiers are worth 3 soldiers *or whatever*). This is on top of the merc limit. That way people can't put all their supers into def and all their mercs into strike... there needs to be a balance.
Clarification: I ment that a certain part of the strike would need to be UU based soldiers (regular or super) and a certain part of the def would need to be UU based soldiers. I was trying to compress my sentence and I guess it got missinterpreted by a friend reading it.
3) If 2 is not used then an army of mercs attacking an army of supers should loose a HUGE amount of mercs just on the fact that it's supposed to be SUPER soldiers.
I mean, mercs can be sold, regulars can be sold, but SUPERS can't because they are SUPER soldiers. loosing 3 (or more) super soldiers for every merc the enemy looses is just BS.
And I don't care if the players say: but I had 25 mercs for every one of your supers... Well it wouldn't matter if you have 100 per 1 super... you'll still loose a LOT of mercs to that super. It's like sending an army of cave men to attack a single man with a machinegun. Sure they'll kill that single man when they reach him, but he's going to kill, maim and wound a lot of them before they do.
EDIT: Additions:
I liked the following suggestions and would highly recommend a form of them being implemented:
1) Mercs would have an "initial" cost and then a continuing per "turn" cost.
2) Mercs "initial" cost would be based off of a market rate (mercs are mercenaries and they work for naq, so they won't be cheap all the time.)
3) So as not to ruin mercs for the smaller players, maybe have a modifier for merc costs, based on # of mercs you already have. The more you buy, the more mercs cost (logistics gets expensive).
MOD EDIT: From now on, this would be used as official merc suggestion topic for now. Also read a shorter topic: http://herebegames.com/StarGateWars/vie ... hp?t=73549
1) Increase the cost of mercs.
People are building entire armies of mercs with 16 super soldiers to lead them. It costs them almost nothing to loose 50k mercs attacking a 100 bil + def made of super soldiers. This isn't right.
2) Maybe make it so that a certain percentage of the army (strike or def) has to be regular soldiers (super soldiers are worth 3 soldiers *or whatever*). This is on top of the merc limit. That way people can't put all their supers into def and all their mercs into strike... there needs to be a balance.
Clarification: I ment that a certain part of the strike would need to be UU based soldiers (regular or super) and a certain part of the def would need to be UU based soldiers. I was trying to compress my sentence and I guess it got missinterpreted by a friend reading it.
3) If 2 is not used then an army of mercs attacking an army of supers should loose a HUGE amount of mercs just on the fact that it's supposed to be SUPER soldiers.
I mean, mercs can be sold, regulars can be sold, but SUPERS can't because they are SUPER soldiers. loosing 3 (or more) super soldiers for every merc the enemy looses is just BS.
And I don't care if the players say: but I had 25 mercs for every one of your supers... Well it wouldn't matter if you have 100 per 1 super... you'll still loose a LOT of mercs to that super. It's like sending an army of cave men to attack a single man with a machinegun. Sure they'll kill that single man when they reach him, but he's going to kill, maim and wound a lot of them before they do.
EDIT: Additions:
I liked the following suggestions and would highly recommend a form of them being implemented:
1) Mercs would have an "initial" cost and then a continuing per "turn" cost.
2) Mercs "initial" cost would be based off of a market rate (mercs are mercenaries and they work for naq, so they won't be cheap all the time.)
3) So as not to ruin mercs for the smaller players, maybe have a modifier for merc costs, based on # of mercs you already have. The more you buy, the more mercs cost (logistics gets expensive).
MOD EDIT: From now on, this would be used as official merc suggestion topic for now. Also read a shorter topic: http://herebegames.com/StarGateWars/vie ... hp?t=73549