View Full Version : Question: Mercs- Feasable?
Ferox
09-06-2008, 10:10 PM
There hasn't been a Mercenary thread on here for quite some time so I figure I might bring it up and see what people think.
Since the space for towns is so limited, and my guild's rp depends on us having a small town, we have been thinking of a possible secondary rp as a Merc Guild.
So I guess there's a few options for us on that regard. We could have a clanstone on a ship.. but what if the ship gets blown up? do you need to get another clanstone? or can you pocket it like horses and ships.
I guess we could also have our HQ be in a cave or something, far away from where people would find us, but we wouldn't really have buildings I guess. Or we could make a deal with a zerg guild to stay in their town.. I dunno.
so what does everyone think.. are Merc guilds feasible in DF?
Wreatch
09-06-2008, 10:13 PM
There hasn't been a Mercenary thread on here for quite some time so I figure I might bring it up and see what people think.
Since the space for towns is so limited, and my guild's rp depends on us having a small town, we have been thinking of a possible secondary rp as a Merc Guild.
So I guess there's a few options for us on that regard. We could have a clanstone on a ship.. but what if the ship gets blown up? do you need to get another clanstone? or can you pocket it like horses and ships.
I guess we could also have our HQ be in a cave or something, far away from where people would find us, but we wouldn't really have buildings I guess. Or we could make a deal with a zerg guild to stay in their town.. I dunno.
so what does everyone think.. are Merc guilds feasible in DF?
Sure, you can work for the chinese gold farmers.
OvanOf Twilight
09-06-2008, 10:14 PM
It's feasible but it'll be tough for various reasons such as all the other merc guilds.
shnedit
09-06-2008, 10:14 PM
so what does everyone think.. are Merc guilds feasible in DF?
Im sure they will find a place.
I prefered your old sig ferox:(
Rhynn
09-06-2008, 10:14 PM
I don't see why they couldn't be feasible. Simply bind to a chaos stone, have pocketable mounts and ships. Travel where the money is and stay at a nearby chaos stone for short durations of time.
Eternalsinner
09-06-2008, 10:19 PM
There hasn't been a Mercenary thread on here for quite some time so I figure I might bring it up and see what people think.
Since the space for towns is so limited, and my guild's rp depends on us having a small town, we have been thinking of a possible secondary rp as a Merc Guild.
So I guess there's a few options for us on that regard. We could have a clanstone on a ship.. but what if the ship gets blown up? do you need to get another clanstone? or can you pocket it like horses and ships.
I guess we could also have our HQ be in a cave or something, far away from where people would find us, but we wouldn't really have buildings I guess. Or we could make a deal with a zerg guild to stay in their town.. I dunno.
so what does everyone think.. are Merc guilds feasible in DF?
I think merc guilds are very feasible, you could make a deal with a big clan to stay on thier land or use thier bindstone, find your own little hamlet out in the middle of nowhere or just live off the random good/evil alignment bindstones out in the wild.
AceKaosis
09-06-2008, 10:23 PM
Yes but as politians.
what i mean by that is that have the guild leader be part of a major towns leadership. not be in the clan. The only real roll it can have is Ambushing rival clans or just be a test dummy. Like the king needs men in the moutains so he can send caravans through them. But iM not sure if its safe i dont want to send my own guys so ill just send some merc/s.
I have already Divsed ambushs for different games, (cause thats how much i rock). So i would make an ok merc.
Problem one for mercs: How to start the game? many problems and possible solutions have been divised for this question depends on who you ask.
2: Need to go overkill on everything because you never know whats you going into.
3: loyality personally i dont trust mercs. Because if my clan lines you up on our side of the battlefeild only to learn that the opposing clan pay'd more and now has X amount of people in my flank.
4: Be a terrorist until some clan is like of what will it take for and your clan to stop doing this to me. say 1 billion dollars the ability to go into your city when ever and peace in agree'd then do it to someone else but now you have some one's city to call home
5: No real need for Merc's except in a quick pinch or a smaller little bitch clan in which they cant afford that much any way.
Personally I am going to destroy where ever i am cause Im gonna have 5 people that will follow my lead. Which is enough to make a bigger clan angry. When a bigger clan is angry that is valueable information. Go to a rival clan draw out 20 guys by killing some craftsmen and all of a sudden its a much weaker town.
SO dont be a merc be a dick a dick that fucks everything and then walks away rich and creamy. PST for more godliness
Achromic
09-06-2008, 10:41 PM
I'm sure the devs must have thought of this what strikes me as surprising is the Alfar stand out the most in aspects for a merc type guilds. Considering the only alignment impact they receive is killing their own. That alone considerably boosts their capability to be more mercenary friendly. Then again everyone has their choose in race so I'm sure a few people wouldn't care turning red and thus becoming a chaos-red guild full of mercenary.
Jonkar
09-06-2008, 10:56 PM
Even the devs support Player mercenaries.
Anyway, Ferox. Me and my clan are a roleplaying mercenary clan, so if your sub-clan idea doesn't work out, feel free to look us up for contracts.
alfaroverall
09-06-2008, 11:01 PM
You can't have clanstones on ships, so forget about that. They're in pre-placed locations, that's been established for a lot of years.
"Hidden" clanstones probably won't be around for more than six months or so, unless the devs add more of them (which seems unlikely unless they add to their server infrastructure). In fact, hidden locations in general probably won't exist for more than about a year. The only way no one would venture into your HQ is if they had no reason to.
I do think merc clans are feasible in Darkfall, but I don't think the number of merc clans that have emerged on the forums will match up to the amount of work that's around. The best and cheapest mercs will get hired, and the others will likely wind up just being PKs, pirates, or conquest (i.e. normal) clans. There's just only so much merc work to go around, especially when mercs as individuals can't possibly be much stronger than anyone else (whereas IRL mercs were often much stronger or more effective than typical soldiers for various reasons).
Forsaken
09-06-2008, 11:06 PM
I think they'd be feasible.
Under the notion they are somewhat nomadic [not staying in the same area for long periods of time] and use clan cities/towns instead of having their own.
Use ARAC cities/villages and perhaps even Racial Specific capitals that belong to zerg guilds/nations.
I think Mercs would do very well, it brings a new player to the table in a simple Guild Vs Guild battle.
Jonkar
09-06-2008, 11:09 PM
http://forums.darkfallonline.com/showthread.php?p=1631815#post1631815
This is a link to a thread about my clan, and how we can be of use to clients.
While it is focused on my clan, it should basically give you a bit of an idea how feasible mercs can be, when they can be used and so on.
AceKaosis
09-06-2008, 11:49 PM
http://forums.darkfallonline.com/showthread.php?p=1631815#post1631815
This is a link to a thread about my clan, and how we can be of use to clients.
While it is focused on my clan, it should basically give you a bit of an idea how feasible mercs can be, when they can be used and so on.
yea your best bet is probably jonkar
Valdsator
09-06-2008, 11:53 PM
Speaking of mercenaries...how will people let other people know they're mercenaries without screaming in every town,
"I AR MERCENARY, I CAN DO JOB FOR U OR HELP U WITH SIIIIEEEEGE!"
Beorg
09-06-2008, 11:55 PM
There hasn't been a Mercenary thread on here for quite some time so I figure I might bring it up and see what people think.
Since the space for towns is so limited, and my guild's rp depends on us having a small town, we have been thinking of a possible secondary rp as a Merc Guild.
So I guess there's a few options for us on that regard. We could have a clanstone on a ship.. but what if the ship gets blown up? do you need to get another clanstone? or can you pocket it like horses and ships.
I guess we could also have our HQ be in a cave or something, far away from where people would find us, but we wouldn't really have buildings I guess. Or we could make a deal with a zerg guild to stay in their town.. I dunno.
so what does everyone think.. are Merc guilds feasible in DF?
Yes. I don't think there will be much of a rank system in them--more like individual legions that are loosely connected. Perhaps just have a few legions of mercenaries, and unite together for the larger jobs, or in defence of your cities. I don't see most merc guilds being organized, but that's just me.
Speaking of mercenaries...how will people let other people know they're mercenaries without screaming in every town,
"I AR MERCENARY, I CAN DO JOB FOR U OR HELP U WITH SIIIIEEEEGE!"
Go to cities and catch up on gossip and whatnot. See if there is any clan in trouble, and go and ask if they need some more muscle.
Shadun
09-06-2008, 11:59 PM
Speaking of mercenaries...how will people let other people know they're mercenaries without screaming in every town,
"I AR MERCENARY, I CAN DO JOB FOR U OR HELP U WITH SIIIIEEEEGE!"Because everyone in Darkfall will be a Forumfall pro.
You're probably right though. I'm sure there will be equal amounts of people shouting,
"I AR NEW THIS GAME! SOMEONE HELP ME TO BUILD STUFF WITH!?" :bang:
Selzi
09-07-2008, 12:01 AM
This is about the fourth time I've seen it mentioned in a thread "putting a clan stone on a ship," So I'd just like to clarify with all of you:
Q: Can you base a clan out of a ship such that when you die, you respawn on that ship?
A: No, you respawn at a clan stone. I think that there was a misconception about the 'putting your entire clan on a ship' capability. It was meant to signify the size of some ships, rather than their core function. Ships are combat platforms and means of transportation. Some of them are certainly large enough to load up your clan, but the clan members that get picked off, have missed the boat ;)
If I'm wrong, please correct me. But I always viewed a clan stone to be like a Tree of Life. It ain't going anywhere.
natris
09-07-2008, 12:05 AM
Realistically speaking there will be three major areas for mercenaries:
-naval support request
-help with defending/attacking important points (towns, farms, hamlets, farms)
-"bleed them" contracts
For smaller guild which is not really hardcore the first option is not very good as it requires time coordination to man the ship and if you log on late, you are basically screwed. So most probably second and third option.
Anyway, it can be expected that as a part of contract (unless the hiring party does not want to draw attention), access to logistical resources (bank, clanstone) somewhere near your point of interest may be negotiated.
Razmuffin
09-07-2008, 12:12 AM
Death Icarnate is going to be a Mercenary Clan that will attach its self to the highest bidding clan city. Myself being a very dedicated merchant would be helpful to any city that would have me, they would offer me free access to thier resources while i would give a 30% off to any of thier clan members. This is all for the mutual benefit of both groups, but you know, if someone gives me a better offer ill pack up and head over to them.
My fellow clan mates are more into the combat end of things and will defend my store along with the city incase of attack. And so what ever city Death Incarnate attaches to will get the full package of protection and supply. DI will not become a group of 500 members but will remain at 50 or so of highly active and dedicated members who can add a high player skill to any other clan that needs infastructure and high level troop support.
im sorry if this turned into a "my clan is so awsome" speach (even though it is :)) but yes mercenaries will exist and this is how one group is going to do it.
p.s. clan web page = www.deathincarnate.com
Jonkar
09-07-2008, 12:13 AM
Realistically speaking there will be three major areas for mercenaries:
-naval support request
-help with defending/attacking important points (towns, farms, hamlets, farms)
-"bleed them" contracts
For smaller guild which is not really hardcore the first option is not very good as it requires time coordination to man the ship and if you log on late, you are basically screwed. So most probably second and third option.
Anyway, it can be expected that as a part of contract (unless the hiring party does not want to draw attention), access to logistical resources (bank, clanstone) somewhere near your point of interest may be negotiated.
There's far more areas where mercenaries can be usefull. It's a good thing most clan leaders actually realise this.
ABeard
09-07-2008, 12:13 AM
mercs are often the retarded PvPers. (read the whole post, this isnt the main idea here)
In every game i have ever seen, "Merc" guilds/clans/groups often start a war with a smaller group claiming "someone" contracted them to instigate the war. then they let the small group know they can be bought-off to leave them alone. often there is noone contracting them to begin with.
What this gives them is "street-cred". they can run all over telling everyone they have won wars and they should be hired.
in every "merc" war i have ever seen, they run for the hills at the first sign of resistance. Often declaring war on smaller groups will pissoff the larger groups in the area and they dont last long.
With one char per server, this may change, as players wont be able to hide behind alts. Come to think of it, Mercs might actually work in this game. If a group of toons start getting roudy, the larger clans will decimate them.... often! If they play honorable mercs, they could actually get respect from the other clans in the area.
Beorg
09-07-2008, 12:16 AM
mercs are often the retarded PvPers. (read the whole post, this isnt the main idea here)
In every game i have ever seen, "Merc" guilds/clans/groups often start a war with a smaller group claiming "someone" contracted them to instigate the war. then they let the small group know they can be bought-off to leave them alone. often there is noone contracting them to begin with.
What this gives them is "street-cred". they can run all over telling everyone they have won wars and they should be hired.
in every "merc" war i have ever seen, they run for the hills at the first sign of resistance. Often declaring war on smaller groups will pissoff the larger groups in the area and they dont last long.
With one char per server, this may change, as players wont be able to hide behind alts. Come to think of it, Mercs might actually work in this game. If a group of toons start getting roudy, the larger clans will decimate them.... often! If they play honorable mercs, they could actually get respect from the other clans in the area.
I will respect any mercenary who is loyal and honest...If they're a group of eight-year-olds who insist on fleeing and are a group of cowards, I shall grind their bones to dust and use it in my muffins of doom.
Jonkar
09-07-2008, 12:16 AM
In every game i have ever seen, "Merc" guilds/clans/groups often start a war with a smaller group claiming "someone" contracted them to instigate the war. then they let the small group know they can be bought-off to leave them alone. often there is noone contracting them to begin with.
The reason why those clans you encountered failed as mercenary clans and did not get hired is very simply:
While they didn't actually have a contract, they showed potential employers they take bribes to break contracts. Which is the biggest mistake a mercenary clan can make.
Good thing there are mercenary clans which actually do grasp the "being a mercenary (clan) in a game" concept.
Ferox
09-07-2008, 12:27 AM
mercs are often the retarded PvPers. (read the whole post, this isnt the main idea here)
In every game i have ever seen, "Merc" guilds/clans/groups often start a war with a smaller group claiming "someone" contracted them to instigate the war. then they let the small group know they can be bought-off to leave them alone. often there is noone contracting them to begin with.
What this gives them is "street-cred". they can run all over telling everyone they have won wars and they should be hired.
in every "merc" war i have ever seen, they run for the hills at the first sign of resistance. Often declaring war on smaller groups will pissoff the larger groups in the area and they dont last long.
With one char per server, this may change, as players wont be able to hide behind alts. Come to think of it, Mercs might actually work in this game. If a group of toons start getting roudy, the larger clans will decimate them.... often! If they play honorable mercs, they could actually get respect from the other clans in the area.
my hope would be that over time people would seperate my guild from these types of merc guilds... which means more work for us :P.
thanks for all the posts so far everyone.
Youngdirty
09-07-2008, 01:11 AM
Because of the alliance system you should be able to hire mercs for things like scouting enemy troops, fighting during a seige, stealing resources, escorting noobs (lol) there will plenty of reasons people will want something done that they wanna hire some one else to do
Razmuffin
09-07-2008, 01:19 AM
It is entirely feasable for an above average Clan to build a city and then "Recuit" three or four "mercs" by offering them a fair share in their city. this wouldn't require a Clan Merger, but simply a pact for mutral defence. This may also go overboard if ten groups of 50 share the cit of the "big don" of the 400 person Clan.
Ferox
09-07-2008, 02:11 AM
Because of the alliance system you should be able to hire mercs for things like scouting enemy troops, fighting during a seige, stealing resources, escorting noobs (lol) there will plenty of reasons people will want something done that they wanna hire some one else to do
dirty deeds, done dirty cheap!
thats our motto hehe.
Ragnar Dragonfyre
09-07-2008, 02:45 AM
I just honestly don't think merc guilds are feasible. The only game I've ever heard about having mercs as a viable "job" was EvE. I haven't played a single fantasy based MMORPG in which mercenaries were actually hired by other players, not even in UO. I haven't played Lineage 2, so maybe someone could chime in on that front and report if any mercs are hired there.
Simply put, I think that most guilds will have enough allies that they wouldn't even consider hiring a mercenary guild. Why pay some guild to fight for you when you have friends that will fight for free?
Not only that, but the playerbase has already put this occupation into jeopardy by dilluting it. There are so many people out there saying that they want to be a mercenary that the competition will be fierce. If it truly does turn into a viable business for your guild, then you can expect to have competitive rates, otherwise you will be underbid for a job.
I don't like talking in absolutes, so I won't say 100% one way or the other. However, from my experience in past games, I don't think there is much room for the number of mercenaries coming to DFO. There will likely be some situations that call for mercenaries, but I think that most of them will be unemployed.
Haldred
09-07-2008, 02:57 AM
There hasn't been a Mercenary thread on here for quite some time so I figure I might bring it up and see what people think.
Since the space for towns is so limited, and my guild's rp depends on us having a small town, we have been thinking of a possible secondary rp as a Merc Guild.
So I guess there's a few options for us on that regard. We could have a clanstone on a ship.. but what if the ship gets blown up? do you need to get another clanstone? or can you pocket it like horses and ships.
I guess we could also have our HQ be in a cave or something, far away from where people would find us, but we wouldn't really have buildings I guess. Or we could make a deal with a zerg guild to stay in their town.. I dunno.
so what does everyone think.. are Merc guilds feasible in DF?
...why the hell did you change your signature! IT WAS A CLASSIC! :bang:
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