Board Thread:Suggestions forum/@comment-25288333-20150701121846/@comment-25101089-20150703114300

Alright so here is the problem with this. With this proposed HCV system, every player would have an amount stored in their data. This would be decreased when a unit is hired, and increased again when the unit dies, to free up that HCV for more units.

But when does a unit die? While I can hook into the 'death' event (when you see the NPC fall over and turn red), there are other ways for NPCs to be removed from the world. If the chunk that it's in is deleted (to reset the world); if someone uses some sort of /killentity command; if the game crashes or runs out of memory and perhaps fails to save that entity; if the entity just disappears somehow due to a bug (Minecraft is notoriously buggy after all). I'm sure there are more possibilities.

All of those things would cause the hired unit to 'die' without triggering the 'death' event. And therefore, over time, players' HCV would not be replenished, and build up until you can't hire any more units, meaning yourself - or admins (for a server) - would have to edit the data files just to keep it working.

Also, if a unit was simply lost on a journey, and never found again, this would also cause un-reclaimed HCV to build up over time.

This is also the same reason that I will not add a 'hired unit count'. These problems I have described prevent me from ever working with the concept of 'keeping track of all hired units which aren't currrently loaded in the world'.

Not to say it's a bad idea, it's just not feasible.