SP - Quests [Suggestion]Join a Mercenary guild and fight for whomever you're contracted to fight for via the Guild.

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Various types of contracts for the player and party to join a Merc Guild and go where you're assigned to go. Fight under the Merc guild banner in various Kingdom's armies. The player wouldn't receive any negative rep from defeated enemies as the player would be a lowbie cog in the wheel fighting as a private contractor as long as the player didn't execute prisoners or act dishonorably. All noble prisoners would be delivered to the Guild dungeons and the AI would deal with that portion of the game.

Various types of contracts with various rewards. 10 day, 30 day, 60 day, 90 day contracts with scaling incentives and rewards. Rewards to include gear, experienced troops, a trade caravan, and of course coin. A mission generator would generate various type of contracts with various Kingdoms depending on the state of the realm. Penalties for not fulfilling contracts to include losing status in the guild hierarchy, having to pay monetary penalties, losing troops, or being kicked from the guild.

Concepts: serve as a party leader in an army for X number of days. Defend a Castle and patrol surrounding settlements for X number of days. Defend a city and patrol surround settlements for X number of days. Settlement civilians must not suffer any more than X% of casualties or losses during that time period. Late game types of missions would be taking Castles and Cities or defending a small to mid sized region(2 castles plus the nearby city).

Various specialties for the player within the guild with access to exclusive types of troops only available via the specialties. Be a cavalry specialist, archer specialist, infantry specialist, skirmisher specialist and lead those types of troops within your party.

Option to eventually start your own Merc guild or move up within the Merc guild hierarchy you're serving in with the possibility of becoming the leader of the Merc guild eventually. A system of voting similar to Kingdoms to vote on which Kingdoms the guild is to support, which Kingdoms to not support, or to remain neutral in a specific conflict.

Merc guilds would have their own castle as a starter land at the beginning of the campaign with the potential of additional lands being given by Kingdoms as rewards for service.

A few routes to go from here.

-The player could leave the Merc guild and bring those troops that choose to go with the player, which would lead to the player starting their own Kingdom or joining a Kingdom.

-The player could leave the Merc guild and start a Merc guild of their own. A big payout to start the guild would be required. Payouts to set up guild recruiting offices in multiple cities like starting a workshop in several cities. Recruits are provided via caravans from those cities to a main hub. From the hub the player organizes, trains and leads or sends out armies to specific Kingdoms for X number of days.
 
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I absolutely love this concept, and hope the devs will take a peek at it. I'm all-for anything that will expand and add depth to mercenary play-throughs
 
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