Quote (tn5421 @ 10 Aug 2024 22:14)
I don't think this is a good idea; It seems difficult to program for not really a lot of benefit.
Also, I can't in good conscience support this without knowing how mercenaries will work when you join a group/party and play with other people.
This is a sound reply.
One of the things I thought about was:
Solo... a merc means that the monster spawns would be the amount similar to 2 people group of 1-5 monster spawn. This would mean that 2 person group equates to either 3 or 4 person group and monster wave spawns is increased and so forth.
FULL group, now we know that the maximum monsters in a wave is 9, however a full group each with a merc (10 people group) INCREASES the %(percent) chance of a 9 monster wave with each step instead of 1-9, you encounter maximum number of monsters in the wave, thus increasing the difficulty of the game and using Abilities more frequently at lower % charge up.
Note: this could in effect change (reduce) monster abilities that remove character abilities, however, if they are not reduced, it just makes the game harder, this is a point that needs to be discussed.
As for how they work, they can attack based on settings, you get a 3x3 square and number them from 1-9 for the Mercs attack pattern, if no monster appears in the first square, it will attack the 2nd, and repeat to 9.
How they use there ability, let us say it is a Barb and uses Knockdown, again with settings, you select the Column they will use it by a number 1, 2 or 3 in your preferred order, maybe start with the back column as #1 (first) and you select the % charge for them to use... say 25 to 33% charge to use it.
As for healing, if you choose a Guardian Merc for example, I would think settings again, maybe % hitpoints to heal your character or the Merc... if the character reaches 50% hitpoints before the Merc, the Guardian heals the character and vice versa.
The above statements is just an idea. Needs more thoughts on the matter, but ty for pointing these things out a bit more.