Blood Transfusion idea? flame me or support it :D (in General)


[SoV] Shiv [/me Forge Stuff :D] August 6 2005 1:59 AM EDT

im not sure if this idea has been mentioned in the past....but here it is:

If you have a 3-4 minion team and want to change your strategy by reducing/firing 1-2 minions, all the exp that was accumulated on those guys you plan to fire would be lost, right? But what if Jon could make it so that the exp that would otherwise be lost be sent to one of the remaining minions on that team?

and obviously this idea is subject to huge cheats...like :buy a minion, get exp, transfer exp to other minions, fire the minion. repeat cycle.

what if there would be a huge tax/penalty on the exp that would be transfered? like if minion1 has 100,000 exp, and it wants to transfer to minion2, he would take a 80% hit, so 20K exp gets transfered to minion?

this idea would be revolutionary and wicked cool. though alot of people would abuse it. maybe some feedback from the general audience can help in evolving this idea and hopefully be integrated into cb2. go jon go!

[SoV] Shiv [/me Forge Stuff :D] August 6 2005 2:00 AM EDT

typo *...so 20K exp gets transfered to minion2? *

Cheer Us On To State August 6 2005 2:07 AM EDT

or it would say you had to have the minion for so long, and instead of your idea for say, just like when you want to untrain it you dont get all of it only a percent...but you have to pay for it as well

Ox [StephenMelinda Gates Fund] August 6 2005 2:22 AM EDT

Or "transfuse" only exp that was gained after the purchased exp on the minion to kind of stop that abuse.

[T]Vestax August 6 2005 10:30 AM EDT

One of the things I like about CB is that in theory you can radically change your strat if you want without a tremendous loss... unless your new strat calls for a smaller team.

It makes sense that you pay money for new minions since it will of course grant you more power. A trade of xp for cash is what this ends up being. However, I don't think you should have to pay in order to lose power. I think there ought to be a gain of some sort for dropping a minion. Therefore, I have drawn up two solutions.

1) The first is to go back to a trade of xp for cash, except you gain cash and lose xp this time. If you can buy minions then there is no reason why you can't sell them as well.

2) Another solution is to infuse the other minions with more xp as suggested above, but with a twist. Let's say that we allow 40% of the xp to transfer, I say the transfer should happen over time as a bonus to your fight rewards. If the bonus ends up being 400k xp that came from a 1 mil xp minion the character could receive a 40xp bonus split among the minions over the next 10k fights. If your really want to avoid abuse then you could add a cool down for the bonus between separate firings or between a hire and fire. As for those people who would want to hire and then fire over and over again in spite the costs and the cool down, I say let them waste the cash.

Zoglog[T] [big bucks] August 6 2005 10:35 AM EDT

Come on guys think real here.

If you hired 4 guys in an RPG the decided you didn't want him anymore, he just goes and you don't gain anything from that.
The whole point of getting rid of a minion is because you don't find his power useful and if it wasn't helpful to get rid of him then you wouldn't.
I ask, why add a gain to a strategy change which you think you will gain from anyway?
If this "blood transfusion" thing were to be even considered it would have to incur a big cash cost as well as exp cost to keep it moderated.

Special J August 6 2005 10:54 AM EDT

Zoglog has a point and I agree with it.

Now with that out in the open I am going to burn my clothing.

chernobyl August 6 2005 2:45 PM EDT

I agree with Zoglog, but I also see the other points from Shiv and Vestax. As nice as the XP preservation would be, it's more work than it's worth, and it just doesn't make too much sense.
Personally, I'd like to choose to "ritual sacrifice" a Minion to my Tattoo to increase it's level. Talk about crazy ideas, but it does kill two birds with one stone =) Then again, "sacrificing" a huge Minion to a huge tattoo could easily be considered abuse, regardless of the actual numbers and percentages.
IMO, any "reward" or "kickback" for firing a Minion would unbalance the game. If you're that high up and you want to fire somebody then you deserve to have a huge PR cut.

maulaxe August 6 2005 3:12 PM EDT

where do these monions go? where do they come from?

if you can buy them, why can you not sell them? maybe we should a have a minion mini-mart or something, where you have to go for all your minion shopping needs.

QBJohnnywas August 6 2005 4:01 PM EDT

My gut instinct is that this is a bad idea although I'm not sure why. Maybe the possibility of abuse, dunno, maybe that rethinking strategy should cost you. But on the other hand I really like the idea of keeping some of that well earned PR! =)

MrC [DodgingTheEvilForgeFees] August 7 2005 5:25 AM EDT

I like the idea.

But at the same time, I think Jon would deserve a vicous carping if he like it too.

I just hate looking at the various farm characters I've had over my time on CB and not being able to try all different strategies on them because firing minions requarly would be too costly.
Although people being able to abuse it would be annoying. And it gives people too much freedom to change their strategies, maybe if it was like hiring minions. You can fire them and get no EXP back, this option being free. Or, you can fire them and get some EXP back and have to pay some $$$ for the small amount of EXP, maybe about the same amount of $ as the cheapest minion hiring option.

Still, cool idea but I doubt it'll be used.

Zoglog[T] [big bucks] August 7 2005 4:21 PM EDT

What I am saying is that you pay an amount to "hire" the minion but you don't actually "buy" them.
So you pay for their services until you are done with them, similar to a builder, you pay for him to work for you until the job is done but you cannot sell him on to the next client when you no longer need him.

Wasp August 7 2005 5:08 PM EDT

I find it hard to try out other strategies because it costs to much to hire the minions. Can't there be a option in which you can hire your minions, for example, at a certain level it would cost you 1 million to hire it, and when you fire it, be it in the next few minutes, or 4 months from when u got it, you would only get back 70% of what you paid for it. So you would get some money back. This way strategies can be tried out without the major loss of money. This way the high price for the "exp" still remains, yet you can lose the minion and exp, without any gain.

[T]Vestax August 7 2005 5:42 PM EDT

Zog, comparing this to real life isn't going to make your point any better. Besides, when you hire a contractor you don't own them for their entire life or up until you're bored with them.

This is a case where you are abusing the language to change what minions really are. Sure we call them 'minions' and we 'hire' them, but they are in fact things you buy to add to your team. They are items, if you really 'hired' them then you would be paying their weekly salary, they might even go on strike once in a while. No, you OWN the minion and if you can buy them then why can't you sell them back to where you got them.

On another note, WHERE IS THE ABUSE? In my option 1, if you make the rate for selling xp equal to or less then the rate of buying a small minion then everything is fine. 5xp per $1 is a perfect rate. Anyone who hires and fires a lot will gain nothing and it still makes firing a minion you've had for a long time pretty much detrimental. The amount PR from NW you can get from the money at this rate doesn't even compare to the amount of lost MPR.

Now to explain what exactly is broken here. The rate at which people fire minions in comparison to hiring them is sickening. This game ought to allow you to feel comfortable in completely changing your strat. But people don't feel completely comfortable now do they. If they have a 3 minion team then switching to 2 or 1 just doesn't seem like and actual option.

If we went by your standard then there is no reason why untraining a skill or spell should give you ANY xp what-so-ever. Yeah, sure dropping FB while I have GA and picking up CoC instead would be a good idea most of the time. But if I didn't get xp back, then given such a team I probably would not untrain, ever. I, like most other people, would just take the hit like they are with extra minions now. Giving us close to the money we gave to get our minions is the least one could do.

flamewind August 7 2005 5:57 PM EDT

if you can buy them, why can you not sell them? maybe we should a have a minion mini-mart or something, where you have to go for all your minion shopping needs.

Minion rentals!

Zoglog[T] [big bucks] August 8 2005 9:09 AM EDT

OK Vestax, ignore real life lets look at every other RPG with hirelings.
Diablo 2, and D&D game, Baldurs Gate you name it you pay for the services of the hirling as long as you want it for but if you no longer want them that is your perogative and don't make any gain from it.
In essence you are paying them to be a part of your team but when you send them off on their way you can't expect anything back from them.

[T]Vestax August 8 2005 10:30 AM EDT

By appealing to what other games do or do not do is only side-stepping my points above. CB should not try to be like other games but rather it's own game based on balance. Balance is more essential to CB then it is to any other game I've played since 1) it doesn't have pretty graphics to fall back on and 2) it's entirely pvp and 3) your overall growth is capped with BA and not with time. The games you mention are not strictly pvp and so having an overpowered class or an unbalanced game element is not as big an issue with people so long as they can still kill monsters.

Hirelings in those games are also not exactly the same since the hireling and the character you play are distinctly different. However, in CB minions are all you fight with and without them the game is unplayable in the fighting aspect. Minions also stunt the growth of other minions which means having one is a costly investment where hirelings are extra perks. Therefore, since minions are more essential then hirelings and since they are more of an investment, then there is obviously a reason why they should be treated differently.

What you need to show me is how the games strat flexibility is not broken on the issue of firing minions OR how my solution is somehow unbalanced.
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