Mercenary Layman

Discuss ideas for how to make the game better. Wizards, take note!
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Do you think adding a mercenary layman branch is a good idea?

Yes it is!
18
55%
No I dont think so.
15
45%
 
Total votes: 33

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Cherek
Site Admin
Posts: 3679
Joined: 04 Mar 2010 04:36

Mercenary Layman

Post by Cherek » 23 Apr 2011 04:30

I think a layman branch for the Mercenary guild would be a great idea. Upon joining the mercenaries you can chose to join as layman or occupational.

Abilities offered

mattack (a special attack)
incognito title (on or off)

Skills offered

mattack - sup guru (or suitable level for a layman guild)

Why?
Because it would give every character in Genesis the choice of an incognito (if they want) layman guild without rules, race, align, or fighting style restrictions.

No such thing exists today. Depending on your race and occupational guild your options are often fairly limited. Also, the option of only roleplaying your occupational guild does not really exist either. The occupational mercenaries offer something unique to the game, they offer you the ability to roleplay your layman guild, and only that. Wanna play for example a bard, a pirate or a necromancer, you can do that and still get access to much needed occupational level combat skills.

But if you want to roleplay ONLY your occupational guild...? There is basically no layman guild that offer you this. Sure, there are a few, for example Blademasters, and Minotaurs that are neutral and without a real "theme", however they are all restricted in some way (sword skill / minotaur race in this case).

I personally would like the ability to only focus on my occupational guild, dont feel "forced" into some odd combination just to get access to some layman abilities. Am I the only one? Would it not be nice to be just a Calian, just a Dragonarmy soldier, just a Monk, just a member of the Union? And still get a layman ability in combat? No matter what weapon, or no weapon, you use? no matter what race, align or occupational guild you belong to?

I think so.

But is this really needed? Isnt there more important things to work on?
Well, one can always argue there are more important things to work on. However, I think this is a good idea in terms of the work needed to implement it as well. Because there would be very little work needed. All the code is basically in place. The mercenaries and their special attack exist as it is. All that is needed is to copy some code to a layman guild, and provide the choice at joining. I do not think it would take a skilled wizard much time at all. I bet Gorboth or Petros could do it on their lunch break if they wanted! :)

So with a fairly small effort, we would get a world where people have the option of roleplaying just ONE guild. Something we more or less never had.

Feel free to vote, and discuss!

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Wolverine
Adept
Posts: 105
Joined: 04 Jul 2010 15:33

Re: Mercenary Layman

Post by Wolverine » 23 Apr 2011 07:15

With 9-16% tax I would like to see 30-50 steps of skills aswell.. then people would prefer to be mercenary layman, to have sup guru parry and defence that their occupational don't give.

Regards,

W

Makfly
Champion
Posts: 617
Joined: 04 Mar 2010 00:36

Re: Mercenary Layman

Post by Makfly » 23 Apr 2011 08:03

Having already suggested this myself once, I wholeheartedly agree with that this would be a good addition to the game.
Mortimor Makfly - Gnomish Xeno-Anthropologist

Draugor

Re: Mercenary Layman

Post by Draugor » 23 Apr 2011 08:09

Awsome idea, should we find anyone to code it :o

Oh, and minotaurs have a theme, its alittle hazy but you can RP a minotaur hellbent on enslaving all the other races like Sargonnas promised the minotaurs when they threw of the Ogre rule that had enslaved them for years :)

Laurel

Re: Mercenary Layman

Post by Laurel » 23 Apr 2011 10:31

Fits perfectly with my layman choices rant post ...

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OgreToyBoy
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Posts: 638
Joined: 05 Mar 2010 11:36

Re: Mercenary Layman

Post by OgreToyBoy » 23 Apr 2011 11:11

To have 30-40 spare skillpoints to set as you choose would make that guild the only layman guild ;)

Creed

Re: Mercenary Layman

Post by Creed » 23 Apr 2011 14:55

It should of course have layman restrictions.

Which means that any non-special skill, would be capped at lvl 50.
So it won't be a way for people to extend their fighting skills to sup guru.
If thats not done, it would just be silly overpowered.

Greneth

Re: Mercenary Layman

Post by Greneth » 23 Apr 2011 15:15

I could understand 10 points for a main fighting skill.. weapon/defence/parry

and 15-30 to spend on non combat stats.

Draugor

Re: Mercenary Layman

Post by Draugor » 23 Apr 2011 15:16

Creed wrote:It should of course have layman restrictions.

Which means that any non-special skill, would be capped at lvl 50.
So it won't be a way for people to extend their fighting skills to sup guru.
If thats not done, it would just be silly overpowered.
I am agreeing with a knight, I feel to dirty :<

But aye, we dont want everyone to join, get a special and sup guru def/parry aswell as other guildskills, thats just sick, use them to raise block alittle, or add a shieldskill option or something.

Laurel

Re: Mercenary Layman

Post by Laurel » 23 Apr 2011 15:25

the special (mattack) would have to be less powerful than jab or battack - those guilds could be deserted with lay mercs option

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