CONTRACTS
Bryan expressed that contracting in the game is likely to be robust, but he only listed three types of contracts…
- Planetary Assault – to come last in the staged release of CW
- Skirmish – Little fights, and
- Bounty – Where someone can put out a contract on an individual or unit.
I guess the first question I have revolves around how this can be considered a robust system? How many of the contract/mission types from the Mercenary’s Handbook can be fit into these three categories?
- Planetary Assault
- Defensive Campaign
- Reconnaissance - This was used to effect in the BattleTech Universe League, as part of the means by which a planet could be captured, granting a certain percentage of capture. My recommendation would be that, if there are going to be multiple objectives, a recon be allowed for each objective. This should be something covert, basically; your opposition knows you’re dirt-side, but they don’t know where. The idea to a recon should be something where the element performing the recon should move about without detection, as much as possible. The objectives they achieve are getting close to certain important/designated locations, wait a minute for a scan to complete, or run up to a building, avoiding any patrols, to scan-copy intel from your opponent. Alternately, recon could be used, proactively, to pull OpFor away from an area so it can be secured/captured.
- Defensive Campaign
- Skirmish
- Extraction - This could be completed by two means, defeating or outmaneuvering the opposition, and then elements need to remain in place for a certain amount of time before the extraction is complete, whether for a helicopter or for someone to climb a ’Mech up to a jump seat.
- Guerrilla Warfare - ‘Nuff said, hehe.
- Objective Raid - This could be CTF/B or Conquest, but should really include objectives above and beyond these two game types.
- Reconnaissance - As with Planetary Assault, but not quite as in-depth. In this case, it might be one or two missions to secure intel that will allow attacking forces something of an upper hand, perhaps loadouts of the defending team, etc.
- Relief Duty - It’s up to the contracted merc corps to pull enemy forces away from another merc corps, the idea being to give the other merc corps something of a respite. This would be an excellent way to put down some manner of temporary assistance document, perhaps even open up reputation between the two elements.
- Retainer/Short Notice Force – A means of having a merc corps available as a rapid reaction element, to perform anything the employer sets for them in the contract.
- Extraction - This could be completed by two means, defeating or outmaneuvering the opposition, and then elements need to remain in place for a certain amount of time before the extraction is complete, whether for a helicopter or for someone to climb a ’Mech up to a jump seat.
- Bounty
- Diversion - This should involve objectives other than CTF/B or Conquest.
- Pirate Hunting
- Retainer/Short Notice Force – In this scenario, the merc corps would act as close back-up for a house or merc element attempting to find/kill a bad guy or unit.
- Diversion - This should involve objectives other than CTF/B or Conquest.
- Other – These don’t belong anywhere in the game, and hopefully there is a reason why attached.
- Cadre Duty - Not appropriate or realistic for a ‘Mech combat simulator.
- Garrison Duty - Same as Cadre. This is handled in the game, anyway, not by contract, but by capturing resources on a planet and defending it against potential comers.
- General/Open Contract – This sort of contract can actually fit in any of the other categories, as it covers a broad range of everything.
- Riot Duty - This is more about populace pacification than ’Mech-on-’Mech goodness, and so it’s not really appropriate. Unless, of course, it’s about putting down a militia that’s either gotten out of control, or that a planetary governor wants done away with.
- Security Duty - This is more about patrolling a world and keeping various portions, whether political, civilian, or military safe from potential marauding bands. This is more like a short garrison assignment, but with patrols.
- Cadre Duty - Not appropriate or realistic for a ‘Mech combat simulator.
Though a great many mission types can fit under each of these "contract types", will there actually be anything as robust in the game as what I've outlined above? Please, let there be, because I would love to play in that more robust universe, please? I know contracting is not going to be perfect to tabletop, and I wouldn't expect it to be; however, having only three contract types, where there are fourteen base types to consider, seems like an awful waste of space.
See the Compiled Mission Types Catalog, v.3, for more information on what I'm talking about. This explains so much more than I am able in this short thread.
Discuss?