Specialist Henchman

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Android Sufferer
Posts: 19
Joined: Tue May 16, 2023 2:01 pm

Specialist Henchman

Post by Android Sufferer » Fri Jun 02, 2023 10:01 am

Recruitable non-combat orientated specialists (henchman).

These could be recruited from guilds and not be considered unique.

They would need to be kept alive and have downsides which are reduced slightly by leadership, and/or the upside increased (rather than locking people out).

These would have a recruitment cost and a cost per hour. If they die, they can be raised but will not be happy about it and will charge you more per hour.

If they're left dead, the guild will add danger pay to any specialists you recruit. This will stack, but will fade over time.

Examples of specialists.

Prospector/Logger/Forager/Fisherman's Friend

Pro: Grants a small % bonus to appropriate resource chance
Con: Charges a commission for every resource. (Not just the ones it triggers)
Leadership bonus: Reduces commission.

Pack Mules:

Pro: Has an inventory to assist mining, hauling etc.
Con: Drops everything on death. Can be pickpocketed.
Leadership bonus: Hardier mules, Temporary HP

Tracker:

Pro: Provides an increase in spawn density. (More monsters)
Con: Provides an increase in difficulty through that!
Leadership Bonus: Lowers cost / hour.

Combat Trainer:

Pro: Grants a chance per kill of bonus adventure XP.
Con: Charges for his knowledge.
Leadership bonus: Lowers cost.

Merchant:

Pro: Allows you to sell items on the go
Con: Terrible rates
Leadership bonus: Slightly better rates

These will all be weak, they're commoners after all, so keeping them alive will be harder in more dangerous areas - they shouldn't scale with character level.

Rare loot versions of these could exist.

E.G you find and trade in a contract for a named legendary logger who gives greater bonuses than your standard Logger, you find a lamp with 3 uses that summons Djinn merchant that you can sell things to, or a potion that mutates a mule into something very tough.


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Irongron
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Server Owner/Creative Lead
Posts: 4666
Joined: Tue Sep 09, 2014 7:13 pm

Re: Specialist Henchman

Post by Irongron » Fri Jun 02, 2023 3:58 pm

I definitely like this suggestion, and would really serve to make Leadership that bit more interesting.

Approved (but of course someone would still need to write, script and design each of the henchmen)


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