![]() |
|
02-27-2012
|
1 |
|
Pixels for breakfast!
Join Date: Oct 2011
Location: Florida, United States
Posts: 2,409
|
Revisiting Mercenary Idea
So, I know that the Turks are returning. I wasn't around when they were originally, but I do believe they are a mercenary organization. Anyway, if the topic is too close to what the Turks are all about, let me know. So, I was thinking about the dead posts about a Mercenary Job. However, i was thinking of posting about other perspectives of what this could be. The system in which this would work would have to be simple. With the exception of special data records that could back up reasons for cancelation. Now, my idea is to make mercenary work count as a custom gang. You buy a gang for the amount it costs. Then, as an option you can turn your gang into a PMC (Private Military Company), aka a Mercenary Organization. The difference here would be to keep your mercenary tag and still be able to technically join other gangs. The difference would be that it's a member by member ally who is added to a gang after a price is locked in place. Now for the system. The system of purchasing a mercenary would be as so: The hiring gang and the mercenary would come to an agreement on price (gralats specifically). This would be achieved with a buying menu pop up. There a generic mercenary icon can be displayed with a box under it where both sides can manipulate the cost. (Alternative: The mercenary controls his own cost and the gang who recruits him must agree.) The money situation would be like the auction; if you don't have sufficient funds, you can't purchase or renew the contract. When the mercenary's contract is purchased, the money is deducted from the hiring players account and placed into s floating bank. This is in place to ensure the mercenary does not spend money before his work is finished. After the contract is completed, the mercenary is paid. Complications: If the mercenary does not do his job right (isn't listening, doesn't come to the base, etc.), there could be data recorded by the server that determines if the contract can be canceled due to bad service. These factors could be determined by base time (say the mercenary is in the base for 10 minutes, but has been on the job for 1 hour. It would be reasonable to say the contract is void because not enough of the service was performed. Also, that would be the case as well if the mercenary goes offline for a long time. When the contract is up, a window will pop up and have the following options. "Renew Contract" and "Void Contract." If the service is deemed unacceptable, the hiring gang can void, canceling the payment. If the experience is positive and the leader wants to reinstate the contract, he merely needs to push the "Renew Contract" button, and the whole process starts over with the same price. Thats it. I'm open for comments, critiques and criticism. I want to make an idea as perfect as possible, so if there's something wrong with it, let me know. |
|
03-01-2012
|
2 |
|
GraalOnline Era PR
Join Date: Sep 2011
Location: NY, United States
Posts: 3,131
|
Sorry, but we cannot talk about further info dealing with the turks without Vendhin's persmission.
|
|
03-01-2012
|
3 |
|
zzz
Join Date: Sep 2011
Location: WA USA
Posts: 9,232
|
|
|
03-01-2012
|
4 |
|
GraalOnline Era PR
Join Date: Sep 2011
Location: NY, United States
Posts: 3,131
|
No, im not. I help Vendhin and am good friends with him. We are developing the Turks building. He said not to release too much to the public yet.
|
|
03-02-2012
|
5 |
|
Pixels for breakfast!
Join Date: Oct 2011
Location: Florida, United States
Posts: 2,409
|
Well, have him pm me. I want to know and I assure you, my word is as quiet as it is trustworthy.
|