DeletedUser
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Ive been discussing this idea a bit in the Delta World Forum and i wanted to see what people thought. the following is quoted from what i wrote.
I know this has been debated in the past and would be tough to do but what do you guys think of an alliance that exists as a mercenary hub.
Need help with that conquest?
Having trouble with an enemy alliance and need some more muscle?
Hire some mercenaries
Some rules would have to be set, and credentials established where a contract is law with no double crossing. but upon completion of a contract a new one can be set up. a contract could be based on someone's capture or a time limit
payment could be like a 200/200/200 donation from several players or something like it
of course the most obvious problem would be a concentrated effort to destroy them if they weren't large enough to completely defend themselves
but maybe a few alliances could be set up with some other stronger alliances and the mercenaries never accept contracts on these "partner" alliances
ill write some sort of mercenary code of ethics soon, but what do you guys think?
Ok here goes:
A comprehensive guide as to what id like the mercenary alliance to be like
- note this is only a rough idea open to ideas and constructive criticism
Hierarchy:
Leader
Ocean Commander
Ocean Lieutenant
Squad Leader
Mercenary
Obviously the Leader does all the basic managerial stuff that an alliance leader does. coordinating the oceans, making sure everyone is defended and contracts are completed. etc
Ocean Commanders take care of their individual ocean, specifically negotiating contracts and assigning Mercenary squads and their commanders. as well as helping with the common defense and ensuring contracts are taken care of.
Ocean Lieutenants help the commander in whichever way necessary, they can help coordinate attacks, defense, and negotiate contracts if asked to by the Commander
Squad Leaders are assigned to make sure a contract is completed, iron out the details with the "client", and make sure the mercenaries know what theyre doing.
Finally we have the mercenary. he completes the contract and gets paid for what he/she does
Every contract would be completely binding, have attached rules, and be tailored to the needs of the client. Payment would be flexible and based on what the client offers and what the ocean commander accepts i.e
Alliance "A" wants to buy a squad of mercenaries to attack a member of Alliance "B" (perhaps in an effort to split his forces) they offer payment in that one member of the squad can conquest and keep the town and the others would receive 15 200/200/200 resources donations from members of the alliance that want to buy the mercenaries. Perhaps the request comes with spy reports ( a form of payment) the ocean commanders would then be able to decide the number of mercenaries needed lets say for this attack 3 would be needed to be reasonably assured that the contract would be completed. so the commander messages back the client from alliance "A" that the contract was accepted and that player x will be conquering so player y and z will need to be paid, and upon receiving half the money would start the contract. upon completion they would then receive the other half of payment.
an honor system would need to be set up to make sure that both the mercenary completes the contract no matter what once he/she has been paid and that upon completion the client alliance pays the outstanding balance.
this would require support from the top alliances on world delta and i will send some pms out to the leading alliance diplomats/leaders to see what they think. there would have to be consequences to people who did not honor their side of the contract.
also if a mercenary is given information to help with his/her contract he can not disclose it to anyone outside of his squad. i.e a spy report and sensitive time based information for a conquest are give to player x (the squad leader of the mercenaries) by the client of alliance "A" he is allowed to tell player y and z so that they can fulfill their part of the contract but no one else is allowed to know. this way sensitive information is safeguarded from Alliance "B" who may have hired other mercenaries who might otherwise see the information.
Contracts could conflict. perhaps a squad is hired by alliance "A" to help siege a village and another squad is hired by alliance "B" to defend that village both squads would be required to do their best to fulfill their contract. though in cases like this the price to hire the mercenary would likely be per unit used, and as long as the alliances keep paying efforts will be made by both sides even if it lasts for ever.
if an ocean commanders and squad were foolish enough to be hired on a job like this for a one time price or on a job that is harder than they believed. they are required to keep trying until the contract is fulfilled or the hiring alliance decided to be nice and release the mercenaries from their obligations. this would encourage careful bargaining and a constant need to watch each contract.
essentially the mercenary alliance becomes a network of small squad sized temporary alliances for some sort of compensation.
this raises the question of what does an alliance do if it is attacked by a squad of mercenaries?
does it declare war on the alliance? which in my opinion would be short sighted an ruin the fun of the idea.
or does it do something else? such as hire another squad to defend against the extra enemies or to organize a surprise attack on the clients of the first squad.
this would add in my opinion a level of political intrigue. who hired these mercenaries, and when will they reveal themselves?
now im not saying there should be no retaliation against a mercenary, as i said before this inst the diplomatic immunity alliance. the mercenary realizes the risk when he takes the contract.
but... should an alliance strike back at the mercenaries and use their resources in a all out war or should they use less resources to hire mercenaries to counter the enemy mercenaries and concentrate on the people who originally hired the mercenaries and make it so they no longer have the financial ability to hire mercenaries.
mercenaries could essentially be smoke screens to start a war and then suddenly the hiring alliance strikes as well
a big question i bet im gonna hear is
"why buy a mercenary when i can just make the unit myself?"
my answer to thats is:
-mercenaries are faster rather than wait to build more troops and risk the possibility of a spy discovering your plans just hire a mercenary
-mercenaries are cheaper they are not going to demand full price for every unit they lose, they will want only some compensation especially if keeping the town is thrown into the contract
essentially you are paying roughly half the cost of the units needed to capture a city so that a mercenary will clear or capture a city for you and spread out your enemy forces while increasing the size of your forces.
I know this has been debated in the past and would be tough to do but what do you guys think of an alliance that exists as a mercenary hub.
Need help with that conquest?
Having trouble with an enemy alliance and need some more muscle?
Hire some mercenaries
Some rules would have to be set, and credentials established where a contract is law with no double crossing. but upon completion of a contract a new one can be set up. a contract could be based on someone's capture or a time limit
payment could be like a 200/200/200 donation from several players or something like it
of course the most obvious problem would be a concentrated effort to destroy them if they weren't large enough to completely defend themselves
but maybe a few alliances could be set up with some other stronger alliances and the mercenaries never accept contracts on these "partner" alliances
ill write some sort of mercenary code of ethics soon, but what do you guys think?
Ok here goes:
A comprehensive guide as to what id like the mercenary alliance to be like
- note this is only a rough idea open to ideas and constructive criticism
Hierarchy:
Leader
Ocean Commander
Ocean Lieutenant
Squad Leader
Mercenary
Obviously the Leader does all the basic managerial stuff that an alliance leader does. coordinating the oceans, making sure everyone is defended and contracts are completed. etc
Ocean Commanders take care of their individual ocean, specifically negotiating contracts and assigning Mercenary squads and their commanders. as well as helping with the common defense and ensuring contracts are taken care of.
Ocean Lieutenants help the commander in whichever way necessary, they can help coordinate attacks, defense, and negotiate contracts if asked to by the Commander
Squad Leaders are assigned to make sure a contract is completed, iron out the details with the "client", and make sure the mercenaries know what theyre doing.
Finally we have the mercenary. he completes the contract and gets paid for what he/she does
Every contract would be completely binding, have attached rules, and be tailored to the needs of the client. Payment would be flexible and based on what the client offers and what the ocean commander accepts i.e
Alliance "A" wants to buy a squad of mercenaries to attack a member of Alliance "B" (perhaps in an effort to split his forces) they offer payment in that one member of the squad can conquest and keep the town and the others would receive 15 200/200/200 resources donations from members of the alliance that want to buy the mercenaries. Perhaps the request comes with spy reports ( a form of payment) the ocean commanders would then be able to decide the number of mercenaries needed lets say for this attack 3 would be needed to be reasonably assured that the contract would be completed. so the commander messages back the client from alliance "A" that the contract was accepted and that player x will be conquering so player y and z will need to be paid, and upon receiving half the money would start the contract. upon completion they would then receive the other half of payment.
an honor system would need to be set up to make sure that both the mercenary completes the contract no matter what once he/she has been paid and that upon completion the client alliance pays the outstanding balance.
this would require support from the top alliances on world delta and i will send some pms out to the leading alliance diplomats/leaders to see what they think. there would have to be consequences to people who did not honor their side of the contract.
also if a mercenary is given information to help with his/her contract he can not disclose it to anyone outside of his squad. i.e a spy report and sensitive time based information for a conquest are give to player x (the squad leader of the mercenaries) by the client of alliance "A" he is allowed to tell player y and z so that they can fulfill their part of the contract but no one else is allowed to know. this way sensitive information is safeguarded from Alliance "B" who may have hired other mercenaries who might otherwise see the information.
Contracts could conflict. perhaps a squad is hired by alliance "A" to help siege a village and another squad is hired by alliance "B" to defend that village both squads would be required to do their best to fulfill their contract. though in cases like this the price to hire the mercenary would likely be per unit used, and as long as the alliances keep paying efforts will be made by both sides even if it lasts for ever.
if an ocean commanders and squad were foolish enough to be hired on a job like this for a one time price or on a job that is harder than they believed. they are required to keep trying until the contract is fulfilled or the hiring alliance decided to be nice and release the mercenaries from their obligations. this would encourage careful bargaining and a constant need to watch each contract.
essentially the mercenary alliance becomes a network of small squad sized temporary alliances for some sort of compensation.
this raises the question of what does an alliance do if it is attacked by a squad of mercenaries?
does it declare war on the alliance? which in my opinion would be short sighted an ruin the fun of the idea.
or does it do something else? such as hire another squad to defend against the extra enemies or to organize a surprise attack on the clients of the first squad.
this would add in my opinion a level of political intrigue. who hired these mercenaries, and when will they reveal themselves?
now im not saying there should be no retaliation against a mercenary, as i said before this inst the diplomatic immunity alliance. the mercenary realizes the risk when he takes the contract.
but... should an alliance strike back at the mercenaries and use their resources in a all out war or should they use less resources to hire mercenaries to counter the enemy mercenaries and concentrate on the people who originally hired the mercenaries and make it so they no longer have the financial ability to hire mercenaries.
mercenaries could essentially be smoke screens to start a war and then suddenly the hiring alliance strikes as well
a big question i bet im gonna hear is
"why buy a mercenary when i can just make the unit myself?"
my answer to thats is:
-mercenaries are faster rather than wait to build more troops and risk the possibility of a spy discovering your plans just hire a mercenary
-mercenaries are cheaper they are not going to demand full price for every unit they lose, they will want only some compensation especially if keeping the town is thrown into the contract
essentially you are paying roughly half the cost of the units needed to capture a city so that a mercenary will clear or capture a city for you and spread out your enemy forces while increasing the size of your forces.