Cimarb, on 23 June 2014 - 07:20 AM, said:
Secondly, while your mech needs to be repaired and rearmed, I am all for using lore in regards to that. You can see my poll regarding that at http://mwomercs.com/...st__p__3498001. I do refer you to the fact that not a single person in lore had 50+ PERSONAL mechs sitting in their mechbay, though, so the argument is a bit shaky. I'm trying to improve the solidity of the lore, not use broken lore to break it more. (Hey, I rhymed)
THEY NEED YOU? HAHAHA, not really. where is the place of a mercenary in an clan invasion? Basically it normally is either I hire them or they. And if the clanners would win? where would the mercenaries go to? But I doubt clanners would hire mercenaries for their invasion. Or would they?
Cimarb, on 23 June 2014 - 12:18 PM, said:
I don't see a downside to this. Want to keep your Clan manufacturing plants? Better man up and defend them, then!
Well no, it would only make this important for the IS, because they can make use of their superior customizeable IS mechs with superior Clan weaponry, while clanners would hardly have much use of that, except from using IS mechs too and stuffing their weapons into them, which would be awkward by lore. Its more or less a weired game design concept which would make players do this to optmize mechs. Vut in the end, we would see mostly IS mechs running around with Clanweapons. And this can hardly be the point of the game. Imagine alone what a Catapult can do with Clanweapons or a Jeager.
Maybe a cool feature would really be a single Frankenmech slot for a salvaged Mech allowing even mixtech, but if you lose a match or win and lose components the mech would be gone or the components. But that would be a horribe amount or recoding for such a small feature.