Which House to Join?
#1
Posted 17 March 2012 - 09:22 AM
I'm a more recent entry to the MWO world but not the inner sphere - Ive been around. I'm stoked about community warfare and the game itself, but have some concerns that hopefully the Devs or someone better informed than I can answer.
The House with most players wins. Assuming some average skill amongst players, If Stiener is 3x larger than the DC, when competing for planets (as described in the blogs) it seems that Stiener would rack up more influence through sheer numbers rather than competitive superiority... Is this true?
If planet control actually converts into advantages (even just cbills to paint my mech an obnoxious pink and lime green) why should I bother joining a small house rather than just following the mob?
#2
Posted 17 March 2012 - 09:28 AM
For instance, you could join Daviots, but think of it. They are stupid and you could defeat an entire nation on your own and noone would care, but taking New Avalon as a Capellan/ Kuritan, or standing against Clan invasion as one of FRR vikings is entirely a different story.
#3
Posted 17 March 2012 - 10:00 AM
#4
Posted 17 March 2012 - 11:12 AM
#5
Posted 17 March 2012 - 11:18 AM
#6
Posted 17 March 2012 - 11:38 AM
Edited by Seabear, 17 March 2012 - 02:49 PM.
#7
Posted 17 March 2012 - 11:48 AM
I would imagine though that each battle one house fights in needs an opponent, so while one house may have 100 warriors and another only 20 , you cant field 100 vs 20... so that house would have issues getting opponents to battle with while the house with less would be able to fight more battles as the wait for opponents would be a lot less.
... however its becomes complicated as there are more than 2 sides, and then there lone wolves and merc corps to add to the mix.
I would hate to have to work out a fair system that ensure mere numbers dont win out the war, I mean while its fun to be the underdogs in a fight you have a chance to win but to be so outnumbered there is literally nothing you can do to win is not fun at all.
#8
Posted 17 March 2012 - 11:52 AM
Seabear, on 17 March 2012 - 11:38 AM, said:
right on the money. I see this game building on these strengths.
#9
Posted 17 March 2012 - 12:28 PM
Rather about the balance of the big vs. small house battles.
Edited by Adridos, 17 March 2012 - 12:28 PM.
#10
Posted 17 March 2012 - 12:49 PM
#11
Posted 17 March 2012 - 12:56 PM
cinco, on 17 March 2012 - 11:18 AM, said:
To be fare the DC symbol pre-dates Mortal Combat by the better part of a decade or more, you should be saying that the mortal combat symbol looks like the DC symbol.
In regards to balance, I suspect that there isn't an in game advantage to joining the largest faction, and given that match making is faction based there may actually be some advantages to being in a smaller faction when in comes to queing for matches.
#12
Posted 17 March 2012 - 01:08 PM
Seabear, on 17 March 2012 - 11:38 AM, said:
Thank you Seabear. Be it that I've never played TT, and am just starting to catch up on the lore, this was an excellent post to those of us who have no clue what the Houses stand for. (yes, I've read the House Factions section, but was still lost.) Thank goodness this game isn't being released until summer, so I can get a better grip through reading some of the books.
I still find myself very much undecided, do I join a House, or a Merc Unit. I entered this BT Universe upon the arrivals of the Clans. (MW3). Still, I need much more information before I totally immerse myself into any Unit. I've never been a fan of RPG's, (mostly due to time restraints in the past), but am totally open to the new style of play MWO has to offer. If only I could cram the 50+ books into my brain in a week's time! (not that it's necessay to have fun playing, but to have a better understanding). I'm currently only half way through the Saga of the Grey Death Legion, and have soooo much more of the timeline to cover.
What to do, what to do? Fear not 00dlez, you are not alone, and there will be many to follow in our footsteps. Familiarize yourself best as you can, read throughout the Faction threads here in the Forums, and I'm sure you, as well as I, will find our place in this wonderful Universe.
#13
Posted 17 March 2012 - 01:17 PM
#14
Posted 17 March 2012 - 01:19 PM
Nik Van Rhijn, on 17 March 2012 - 12:49 PM, said:
The Devs are in control, they have assumed control
YEAH BABY!!!!!
Their willingness for balance and intigrating, combined with the patience, is awesome!
I have chosen a merc unit I liked from the books, c-bills are secondary at this point. If they have contracts (who knows) the House that employs them probably shares all stats, and vice versa??
#15
Posted 17 March 2012 - 01:24 PM
We are probably going to choose the lower populated faction once launch just for the lower queue times (or rather align our merc corp with that faction). Right now its looking like FWL, CC, and FRR. FS will probably have the longest wait. It all really depends on the number of lone wolves. If there are tons of them, faction imbalance might not even be an issue.
Edited by =Outlaw=, 17 March 2012 - 01:28 PM.
#16
Posted 17 March 2012 - 01:41 PM
FlareUKCS, on 17 March 2012 - 11:48 AM, said:
... however its becomes complicated as there are more than 2 sides, and then there lone wolves and merc corps to add to the mix.
I would hate to have to work out a fair system that ensure mere numbers dont win out the war, I mean while its fun to be the underdogs in a fight you have a chance to win but to be so outnumbered there is literally nothing you can do to win is not fun at all.
I have a feeling that us mercs will be the ones filling out the missing "80" in this equation. Willing to bet that theres going to be some kind of Allegiance/Hiring system for houses with low numbers to hire on lances of Merc companies for fun and Cbills. Or at least I hope, if not why am I in a merc company, I might as well be a lone wolf picking up and running away with as much salvage as I can.
Edited by Dras Black, 17 March 2012 - 01:42 PM.
#17
Posted 17 March 2012 - 01:44 PM
BUT... we have SIX! Yes, six factions to choose from. And that is just at launch (oops, seven if one counts Mercs but currently they hire out to Houses and hold no appreciable territory themselves). Then in a few months after launch the devs let loose the Dogs of War; the Clans arrive adding four more factions immediately with another three later.
So... Six plus a wildcard at launch. Then add four plus three. Eventually we have 13+1 factions to choose from. Each with their own political motivations and goals. And this doesn't even count some factions that could be added muuuuch laaaaater; Pirates and Outer Periphery.
Faction imbalance can be dealt with using the old carrot-and-stick approach; reward those that are advancing their faction's goals and "don't reward" those are that are not. If one faction's population is found to be too small to put together 12's (and later 10's for Clans) on a consistent basis simply entice players to that faction with an instant reward. If one population is too large... well, not much can be done except increase the inducement to join another.
This is going to be one helluva wild ride!
Edited by Morashtak, 17 March 2012 - 02:01 PM.
#18
Posted 17 March 2012 - 01:59 PM
#20
Posted 17 March 2012 - 02:17 PM
00dlez, on 17 March 2012 - 09:22 AM, said:
I'm a more recent entry to the MWO world but not the inner sphere - Ive been around. I'm stoked about community warfare and the game itself, but have some concerns that hopefully the Devs or someone better informed than I can answer.
The House with most players wins. Assuming some average skill amongst players, If Stiener is 3x larger than the DC, when competing for planets (as described in the blogs) it seems that Stiener would rack up more influence through sheer numbers rather than competitive superiority... Is this true?
If planet control actually converts into advantages (even just cbills to paint my mech an obnoxious pink and lime green) why should I bother joining a small house rather than just following the mob?
If you were able to play PvE games against bots, and those games counted towards the global conquest mode (or whatever they are caliing it) then yes, the larger houses would gain ground with shure numbers.
HOWEVER. The game will be played out in competitive 12 vs 12 PvP matches, so greater numbers are essentially meaningless because the larger group of players cannot all start matches unless there is a corresponding number of opposing players. What this means is that if there are more Steiner players, they would not gain more ground, they would just wait longer in queue.
Also, you should Join the FRR, it is the only playable faction which is not a totalitarian regime. Every other faction has some lame space king who rules over all of the people/slaves, even the "democratic" Free Worlds League is ruled by a dictator and controled by house Marik. In the FRR leaders are elected and the people are true citizens. Also, we are space vikings, which gives us 63% more awesomeness. (For Comparison, House Kurita's Space Samurai give them - 7% awesomeness.)
Free Rasalhague Republic, JOIN US and you can put horns on your neurohelmet and drink meade during battle. Also, pillage and women are considered part of salvage rights...
Edited by Alaskan Viking, 17 March 2012 - 02:33 PM.
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