Willibab

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Got an idea for a Mercenary class that might be interesting. It's very similar to FFX's Yojimbo pay mechanic. (Basically pay it money for it to preform actions. Chance for better actions increase with how much you pay.)

Context: Abilities: Actions that all cost 100 AP (TP name in my game), when your AP bar is full, the Attack command morphs into Ability command which has a list of things you can do. Every class and weapon has at least 1 ability.

Mercenary gets the Pay command instead of Ability. Which opens a list of various actions (Other class abilities) you can preform that has different prices depending on how powerful they are (Hopefully also based on level to a certain degree.) Some abilities scale better then others as they are not based on the actors stats.

Examples: Priest has pray which heals party for 66% of their lost HP. So the mercenary's stats are irrelevant.

But the Paladin's Smite ability is based on the users ATK and MAG so the mercenary wont do as much damage with it as the Paladin.

I might also add some abilities that are mercenary only, like one that is guaranteed to critically hit. So you're basically paying for a critical hit xD This has the potential to synergize with ''on crit'' effects.

------------------------------------------------------------------------------

Pros:

- Has access to most(If not all) class abilities.

- Able to use any weapon.

- Powerful late game.


Cons:

- Mercenary can use any weapon but cannot use any of the abilities of the weapons due to not having access to the Ability command. Still gets the passive bonuses.

- Average stats.

- Just the fact that you have to pay to preform abilities. (Will have 1 free option so you can always do something, but it's gonna be **** xD)

- Hindered early game due to low funds

Synergy: Can synergize well with any class that can steal or the merchant class which allows your party to earn more bits (money)
------------------------------------------------------------------------------

I think the class fantasy is interesting, you're paying a jack-of-all-trades to do something a little less well then a specialist would.

What do you guys think? Ideas? Thoughts? Prayers? xD
 

Silenity

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Sounds fine. As long as the price isn't too steep or if he has a way of generating extra gold somehow to offset his costs. What happens at 0 gold? Basically useless unit?
 

the___blade

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I hope you don't mind but I'm gonna steal this idea for my Merc class.
 

Willibab

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Sounds fine. As long as the price isn't too steep or if he has a way of generating extra gold somehow to offset his costs. What happens at 0 gold? Basically useless unit?
- Just the fact that you have to pay to preform abilities. (Will have 1 free option so you can always do something, but it's gonna be **** xD)

I figure it might be a basic attack or maybe have it be something like Mug from FF. Maybe gain money based on damage done or something. (not 1:1 ofc).

I hope you don't mind but I'm gonna steal this idea for my Merc class.

Sure :p
 

Silenity

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I figure it might be a basic attack or maybe have it be something like Mug from FF. Maybe gain money based on damage done or something. (not 1:1 ofc).

I think his basic action being a mug-like skill would probably be the most useful. As even if it does pitiful damage it still generates the player gold/money resource (which one could reasonably assume can be used outside of battle).

Just the fact that you have to pay to preform abilities. (Will have 1 free option so you can always do something, but it's gonna be **** xD)

I just feel it would only be used as a late-game class. Where money/resources aren't an issue and you can use his most powerful costing skills and abilities. Then it kinda loses its feel of mercenary for hire. It's similar to that of a gambler or bard class. Where they are usually too conditional to use properly.

If the class is available early. How does the player justify using the mercenary and losing out on resources that the player could've used at Happy Town to buy the Sword of Swords +1? Could the money the player spent using an ability to defeat an encounter be spent on a permanent item/upgrade/equipment instead? And if the cost of his skills are very low amounts of gold, then is there even a reason to have it cost gold (other than for flavor/theme)?



Just spitballing ideas in my head around. A mercenary with a passive "Hiring Fee" (or something similar) where the party receives 10~X% less gold from all encounters. But the mercenary is a bit stronger to compensate. So you don't have the feeling of losing gold for using skills and abilities (maybe have only some cost/scale with gold). But you still have to consider a trade-off cost of using the mercenary in your party or not.
 

Willibab

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I just feel it would only be used as a late-game class. Where money/resources aren't an issue and you can use his most powerful costing skills and abilities. Then it kinda loses its feel of mercenary for hire. It's similar to that of a gambler or bard class. Where they are usually too conditional to use properly.

If the class is available early. How does the player justify using the mercenary and losing out on resources that the player could've used at Happy Town to buy the Sword of Swords +1? Could the money the player spent using an ability to defeat an encounter be spent on a permanent item/upgrade/equipment instead? And if the cost of his skills are very low amounts of gold, then is there even a reason to have it cost gold (other than for flavor/theme)?

The flavor/theme is a big part of the why, I like theme's :p But the idea of the class is that its mediocre, UNLESS you chose to spend money on it. In which case it can be damn right OP in many cases. Some of the high tier class abilities are pretty good, especially early game. (Btw I have tiered classes, mercenary is in the lowest one precisely due to its drawbacks).

I also mentioned that I wanted the cost of the abilities to be tied to the level of the mercenary to some degree, this will hopefully make it's always going to be a somewhat tough decision, but never outside of your reach. Will have to be tested a lot ofc.

Money wont be super hard to get your hands on, but you will have many things to spend it on, I like it this way. You have a lot of options and have to prioritize for yourself what you want to use it on.

Also considering a hire mechanic where you can buy new actors, either choose yourself (out of low tier classes) or gamble for a possible good one. You will be able to bench that stupid mercenary if you don't like it without having to restart the game :p



Just spitballing ideas in my head around. A mercenary with a passive "Hiring Fee" (or something similar) where the party receives 10~X% less gold from all encounters. But the mercenary is a bit stronger to compensate. So you don't have the feeling of losing gold for using skills and abilities (maybe have only some cost/scale with gold). But you still have to consider a trade-off cost of using the mercenary in your party or not.

I find these kind of bonuses to be very dull personally. I already have a Merchant class which also sucks as a drawback (Even more so then merc, merc is actually more mediocre) but you gain double money. Money will be important in my game so its actually a good class, it also allows you to gamble for good classes more then usual.

I intend to add a bribe thing to it due to it being so boring atm :p

I did use that passive in another game though actually, You could hire as many mercenaries as you wished but they all had a wage (-% gold income) so if you weren't careful you might get -100% gold income xD In which case, you would have to let some of them go or be poor.
 

Willibab

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Update! I think I've found a better class to add this mechanic to.

The Merchant class.

Embezzle Command: Throw money at enemy for damage.

Love the name as it's pretty fitting based on its definition.

steal or misappropriate (money placed in one's trust or belonging to the organization for which one works).


The party isn't an organization exactly but close enough. You are basically throwing away the party's money, not your own xD

It will be a support class which can add powerful bonuses to allies by spending money. You (the rich merchant) is essentially paying your allies to preform better.

And to make it hurt less, you passively gain double money when a merchant is in your party. Not gonna be super expensive either.

Example:
Pay for Critical: 100% critical to one ally for their next attack. Cost 100 limit and 3 bits + 3 per level (max 300)

Also thinking of adding a Tonberry shop (Access a custom shop anywhere) that only the merchant can access, maybe a spell that can only be used in the field. Might cost a lot of MP so you cant just spam it.
 

Frostorm

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The Merchant class.
Reminds me of Lionel in Triangle Strategy. He can also "Bribe" enemy units, making them change allegiance (basically a Charm spell that costs Gold).
 

Willibab

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Reminds me of Lionel in Triangle Strategy. He can also "Bribe" enemy units, making them change allegiance (basically a Charm spell that costs Gold).

Not tried that game but yeah, seen that mechanic in some other games. I am considering having that as one of its abilities, only working on humanoids.
 

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