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Roving Clans privateers are really wonky.

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11 years ago
Jul 7, 2014, 5:54:52 AM
So Roving Clans have two issues with privateers:



Their privateers have 2x the health of normal privateers.

They get privateers before anyone else.



This leads to an issue in multiplayer where... everyone knows exactly whose privateers those are.
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11 years ago
Jul 7, 2014, 12:35:45 PM
To be fair, you'd know it even if it wasn't Roving Clans, since you'd see to which empire it'd defect. I don't think they're meant to be an actual secret from anyone but the AI. It's already a good bonus since you can attack without declaring war, with 'decent' mercenaries (though they slowly become meh, since you can't give them armor or weapons).
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11 years ago
Jul 8, 2014, 11:00:45 AM
The point of the mercenaries is so you can attack with them all the while leaving everyone to wonder who's they are, this breaks that effect and makes it pointless.
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11 years ago
Jul 8, 2014, 11:38:36 AM
DotBeta wrote:
The point of the mercenaries is so you can attack with them all the while leaving everyone to wonder who's they are, this breaks that effect and makes it pointless.


The point is to save a lot of influence, and costs a lot of influence to the other side if they want to retaliate. Mercenaries need to be tweaked (equipment and stuff), but it's a good trait.
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11 years ago
Jul 8, 2014, 11:53:36 AM
PanH wrote:
The point is to save a lot of influence, and costs a lot of influence to the other side if they want to retaliate. Mercenaries need to be tweaked (equipment and stuff), but it's a good trait.




Currently the obscenely overpowered stats of good equipment makes mercenaries lackluster.



Once they nerf em down it'll be a lot better.
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11 years ago
Jul 9, 2014, 9:39:53 AM
I agree that the point of privateers seems to be bypassing the influence cost of declaring war, rather than actually keeping your identity a secret. There are too many details that give away whose mercenaries they are. ("Strange, a group of Urces just spawned next to my ally's capital, even though he doesn't have Urces anywhere in his empire...") The double hit points just make it more immediately obvious.





hashinshin wrote:
Currently the obscenely overpowered stats of good equipment makes mercenaries lackluster.



Once they nerf em down it'll be a lot better.




This strikes me as yet another reason why equipment and unit stats should not both be additive, and weapons should add special abilities instead of mere stat buffs. Also, the game should randomly generate mercenaries using upgraded gear. That would make shopping for troops more interesting, even if no other player happens to sell his own.
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11 years ago
Jul 10, 2014, 2:44:45 AM
I bought 5 mercenaries. Formed an army with them. But then I would have had to declare war to attack with them. Did something wrong?
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11 years ago
Jul 10, 2014, 5:53:38 AM
nathanebht wrote:
I bought 5 mercenaries. Formed an army with them. But then I would have had to declare war to attack with them. Did something wrong?




There should be a button in the unit options (same place you choose to disband an army, parley, etc.) That will let your privateer armies fly a neutral flag. They won't be able to if there's a hero in the army or if any of your main faction troops are in the army. Hope that helps out.
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