Page 1 of 1
merchant
Posted: Tue Sep 01, 2015 7:37 am
by TheBluePhoenix
How about a unit with 2 turn cost that bribes some particular units with 100% efficiency to fight on his side for some turns ( say 2 ) these bribed units will only be able to attack and not capture anything. The bribable units should only be the most basic ones which have turn cost of 3 and less and the knight only. The merchant dies after bribing. I was also thinking of making this unit as an upgrade to the presently useless money lender
Re: merchant
Posted: Wed Sep 02, 2015 4:56 am
by TheBluePhoenix
Anyone in favour of this idea??
Re: merchant
Posted: Wed Sep 02, 2015 5:01 am
by Darkknight
I like this idea but what is the stats for the merchant?
Re: merchant
Posted: Wed Sep 02, 2015 6:52 am
by TheBluePhoenix
Turn cost 2
Health 8
No armour
Speed 4
Sight 3
Attack 0
Abilities: can bribe basic units with turn cost 3 and below and knights for 2 turns with 100% success. It dies in the process. Range of bribing is 2
Re: merchant
Posted: Wed Sep 02, 2015 7:55 am
by Darkknight
I dont think scout/scout bird should be bribed because animals cant be bribed with money.
Re: merchant
Posted: Wed Sep 02, 2015 8:30 am
by ejm29
What happens if a "bribed" unit is in one of your TC's when the bribe effect runs out?
Re: merchant
Posted: Wed Sep 02, 2015 8:57 am
by TheBluePhoenix
I agree animals cannot be bribed. Sorry i missed that out.
If the unit is in your tc when the effect runs out then it occupues your tc as it is your mistake u didnot check when the deal expires. Also the bribed units will be in the enemy's colour (ie his colour remains same before and after bribing) to retain its effectiveness
However you cannot occupy any enemy tc or structure with Bribed units to not make it op
Re: merchant
Posted: Wed Sep 02, 2015 10:19 am
by Darkknight
ejm29 wrote:What happens if a "bribed" unit is in one of your TC's when the bribe effect runs out?
I dont think you should be able to make a bribed unit go inside your tc or any other building
Re: merchant
Posted: Wed Sep 02, 2015 11:52 am
by COOLguy
Some other units should not be bribed (like the Spartan).
Re: merchant
Posted: Wed Sep 02, 2015 1:13 pm
by TheBluePhoenix
only units with less than 4 turns can be bribed(except the knight)
Re: merchant
Posted: Wed Sep 02, 2015 1:21 pm
by COOLguy
That sounds better.
Re: merchant
Posted: Wed Sep 02, 2015 5:47 pm
by TheBluePhoenix
Any more suggestions? Dev like the idea
Re: merchant
Posted: Thu Sep 03, 2015 8:11 am
by TheBluePhoenix
Bribed units
Will fight on your side for 2 turns.
As they are still your enemy's units they will retain their original team colour even after being bribed
Hence you may not know which of your units is bribed so keeping a close look on bribable units of yours near the merchant is must
They cannot occupy any tc or structure
Re: merchant
Posted: Thu Sep 03, 2015 3:50 pm
by Alexander82
Bribing units seems like a weaker form of unit conversion...
Why don't we just make it a permanent conversion working as the usual conversion?
The merchant should be a costy unit dedicated to convert other units
Re: merchant
Posted: Thu Sep 03, 2015 4:23 pm
by TheBluePhoenix
No permanent conversion may fail at a crucial time. But bribing wont. Also bribed units will be very hard to identify as u cannot attack it as it is still your unit fighting against you for 2 turns. Hence its colour is also the same. It is very diff from permanent conversion and also more useful as you cannot play a game without basic units and the merchant uses them exactly
Re: merchant
Posted: Thu Sep 03, 2015 4:39 pm
by Stratego (dev)
presently useless money lender
i totally disagree, i use it almost in all my games.
about the idea,
it is not a bad idea,
a bit complex tough,
and seems little redundant with the healer.
but i like the idea, it can convert with 100% and his drawback goes to the "vanishing" effect of the "conversion", but it will be need more balancing since 2 turns to have a unit for 2 turns sounds costy.
and i think we must code specialities:
- can not occupy
- can not be deleted by "converting" player
- can not go into any transports (think of turning back while in)
- can not be on any converter-player built bridge
-...
sum:
- idea not bad,
- costy on development side,
- and not so clear and simple the mechanism
-> so lets keep it for later.
Re: merchant
Posted: Fri Sep 04, 2015 5:59 pm
by TheBluePhoenix
Okay lets make it simple: a bribed unit CANNOT OCCUPY ANYTHING OF ANY SIDE/TEAM/ALLIANCE
as for its usefulness, i suggest increasing its turn cost to 3 and making every human unit below 6 turn cost bribable for 2 turns. Even non convertibles like templar and hungarian hussar(5 turns one)
Sounds fair enough??
Re: merchant
Posted: Fri Sep 04, 2015 6:20 pm
by COOLguy
TheBluePhoenix wrote: Even non convertibles like templar and hungarian hussar
No I disagree.
But anyway what Daniel was saying was the idea will require new coding for the abilities. He has only a little time for things like this, therefore this idea is put on the Pending list.
Re: merchant
Posted: Sat Sep 05, 2015 6:21 am
by TheBluePhoenix
Ok
Re: merchant
Posted: Mon Mar 28, 2016 5:52 pm
by TheBluePhoenix
Where is this idea heading know? Any new forummers liking this idea?
Re: merchant
Posted: Mon Mar 28, 2016 7:04 pm
by DoomCarrot
It seems very complicated, and not at all like the money lender, thus I think it should be a seperate unit, not an upgrade.
P.S. I just used a money lender, they are useful in some situations where you MUST have a certain unit quickly.

Re: merchant
Posted: Tue Mar 29, 2016 4:50 am
by TheBluePhoenix
How is it complex? It can 100% convert basic units and maybe some other units like the templar(maybe) for two or three turns , thats all.
Re: merchant
Posted: Tue Mar 29, 2016 5:02 am
by Hardeep
I think the time limit, team colour, and no building enterable while still retaining the stats and image of the same unit is what is complicated.....
Re: merchant
Posted: Tue Mar 29, 2016 2:41 pm
by DoomCarrot
^^
Also how we would need a whole new set of "conversion" probability since he is different from normal conversion units. This might get very confusing for new players
Re: merchant
Posted: Tue Mar 29, 2016 5:09 pm
by TheBluePhoenix
U are getting the wrong idea- it is nithing like conversion- it has 100% bribing surity and is valid only for basic units . It is a but different, but dev said that it is implementable and interesting