Jakob Knight, on 25 September 2014 - 02:42 AM, said:
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It's important to realize that Mercs are not House/State forces. They exist separate from any single Faction, and freely move between them subject only to the decision of the individual Merc or Merc unit they have joined who they decide to fight for. It is this that sets them apart from House warriors.
Right now, the described setup effectively eliminates Mercs from the game, forcing all players to be House forces (if not, please name for me the effective differences in the described setup between the two aside from the color of their badge), with the intended independence now only a possibility for future consideration rather than the fact that was established all through the past CW descriptions over the last two years (and upon which many players based their unit creation on). As it currently stands, there is no difference between Clan, House, and Merc units, when Mercs were always supposed to be the third Faction in CW (the group of warriors not committed to any one Faction but moving between them).
The -only- way I see Mercs surviving under your current system is if House/Clan players are permanently set for their declared House/Clan for the rest of their career (i.e. no ability to switch ever again, even between resets), while Mercs retain the ability to switch between resets. Otherwise, you have effectively and practically done away with a core Faction within the CW game.
All of that! - The now foreseen implementation just eliminates the basic idea of mercenary units: being a flexible force that can change the tide of events. The idea of mercenary units becoms especially meaningless, as any unit is suppossed to be allowed to change factions between seasons.
Shredhead, on 25 September 2014 - 12:47 AM, said:
Why are merc units forced into a house? Where's the problem making them a seventh "house" that is allowed to attack planets on behalf of whatever house they want (RP have a contract with at that moment)? You could even make them stick with the first contract's house they take for the whole 24 hour duration (restricting them to defend/attack planets only on behalf of that particular house).
That sounds like a not too bad alternative. Alternateively let merc units choose their house every say 5 days or so. Mercenaries won't get any bonuses that house units get, like e.g. cheaper house specific chassis, cheaper drops, as the house covers transport, more loyalty points etc., but mercanaries will get more flexibility and higher C-Bill rewards.
Not making mercanaries effectively become house units, you might even use them as a balancing tool: offer better contracts to mercenaries whenever a faction seems to get beaten up, so more mercenaries join to defend that faction.
HadleyHope, on 25 September 2014 - 12:56 AM, said:
Does that mean that there will be a new setting in the UI so that you end up with Merc Unit -> allied with House
Would be nice, instead of choosing a faction and becoming (in fact) a faction unit.