We know fighting in faction battles will earn loyalty points. And we know holding faction planets will provide "global bonuses and abilities." The rewards for holding a border planet will be "significant." I'm curious whether that means they will generate MC, or if they will simply generate CBills for the MercCorps coffers. As it stands, I don't see any reason for PGI to reward MC through gameplay, unless MC is required to engage in community warfare. In a World of Tanks example, to stay competetive with "gold rounds" and "gold consumables." As it stands it seems loyalty points earned by MercCorp players will go to their MercCorp. Perhaps in Corp management a CBill tithe-per-match could be set up as the basis for MercCorp resources.
We know we'll be fighting on planets, but will a planet constitute one single map match? Or will there be multiple provinces across the planet to hold defend? A few defined areas that will need to be conquered to establish access to the planets critical defenses or infrastructure. Will command staff be moving "stacks" of tonnage around with their bids? Which leads me to...
Projection of Power
The universe already contains some great ways for developers to throttle expansion and provide cost sinks for player organizations. Jumpships and Dropships; Somewhat analogous to WoT's "chip stacks," player groups could purchase dropships which would then define their engagement potential. Competing factions could see what was coming, depending on infrastructure (radar/ladar, whatever) or purchasable intel/automated infiltration if such systems existed. "They're committing a Dictator to this, yikes!" Similarly moving those dropships via jumpship could be prohibitively expensive, or limited to what jumpships were available in system and where they were headed. There is massive potential here for either player owned assets, an organized schedule to movement, or just a simplified "Jumps are regular and cost ___ per ton" with no real logistic complication to movement.
Holding planets could cost monetary resources rather than provide them, instead providing services like dropship manufacturing, or reduced repair costs for members of the MercCorp. Maybe your planet has a massive missile arms factory, and resupplying your MercCorps LRM and SRMs is a fraction of what others may pay. Having planets provide active bonuses rather than passive farming would encourage groups to move more often and to seize what they felt they needed to achieve temporary but specific goals (or to deny those benefits to their opponents), relying on tithe income from active members and successfully completed contracts to fill their coffers.
Edited by Popgun, 15 August 2012 - 04:56 PM.