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Benefits of joing a faction v. merc corp what are they?


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#1 Hellsvog

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Posted 25 June 2012 - 03:44 PM

Is there a difference between a faction and merc corp other than for role playing? What are the benefits of one over the other? Do the different factions have different benefits and penalties?

Thanks for your help and opinions. Apologies in advance if I missed a topic that answers these questions.

#2 Telecleez

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Posted 25 June 2012 - 03:50 PM

that would be cool like Successor State units would get a small salary and merc groups would earn more C-Bills for each mission would be a nice way to make a lil difference in the factions at least that's just my opinion....

#3 Vasces Diablo

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Posted 25 June 2012 - 03:52 PM

You earn "loyalty points" with factions. Essentially working your way up through the ranks, and earn discounts and maybe special equipment. Mercs most likly earn money faster.

#4 Egomine

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Posted 25 June 2012 - 03:55 PM

In the original old battletech universe different factions were known for easier access to different mechs.

#5 Hellsvog

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Posted 25 June 2012 - 03:58 PM

Thanks for your answers. It doesn't seem like there is a clear answer, at least not yet. The differences between the factions from the old battletech universe is why I asked. I didn't know if it would be carried over to MWO.

#6 gregsolidus

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Posted 25 June 2012 - 04:00 PM

There is none.

#7 Greyrook

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Posted 25 June 2012 - 04:00 PM

Quote from the main FAQ:
Q. Will you be able to pick what faction you play in MechWarrior® Online™?

A. When you first create your pilot, you are going to have to align yourself with one of the Great Houses in the BattleTech® Universe. Each house will have its benefits and drawbacks and it will be up to you to read up on the house selection menu on which house you will pledge your allegiance.
Q. Will players have the ability to form their own custom clans in MechWarrior® Online™?

A. We're trying to be careful with the naming of some features in MechWarrior® Online™ and "clans" is one of them. Players will be able to form their own customized Mercenary Corporations (Merc Corps for short). These operate in the same way that the term clan refers to in other first person shooters. A better way of thinking about Merc Corps is as a "guild". Within the guild you can create Lances("parties") and join matches in that manner.


So it sounds like the merc corps operate as a part of the factions. So no matter what you have to be aligned with a great house, and then you can choose to make a merc corp from within that alignment.

#8 Hellsvog

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Posted 25 June 2012 - 04:09 PM

Thanks Greyrock. I saw that but didn't see in the faction part of the forums anything about what the benefits would be. Is the nature of the benefits attributed to each house still up in the air?

#9 Greyrook

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Posted 25 June 2012 - 04:21 PM

View PostHellsvog, on 25 June 2012 - 04:09 PM, said:

Is the nature of the benefits attributed to each house still up in the air?


That is still TBD I believe, but if it's anything like the alignment benefits of previous games, it will likely affect income rate (in C-Bills), tech access, and tech pricing. However, I imagine the devs are working on some interesting ways to balance the factions, besides just percentages of how many C-Bills you earn per match.

#10 Reoh

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Posted 25 June 2012 - 04:23 PM

You should read THIS devblog on Community Warfare.

#11 Hellsvog

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Posted 25 June 2012 - 04:25 PM

Thanks for the answers.

#12 Reported for Inappropriate Name

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Posted 25 June 2012 - 04:33 PM

IS are tools, mercenaries are lapdogs, and clanners are dumpster babies.

If you've got the money, I've got the time, and that's all that matters.

#13 Hellsvog

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Posted 25 June 2012 - 04:51 PM

Hey Battlecruiser, Any of the other guys from NUKE coming over?

#14 EmperorMyrf

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Posted 25 June 2012 - 04:54 PM

View PostGreyrook, on 25 June 2012 - 04:00 PM, said:

So it sounds like the merc corps operate as a part of the factions. So no matter what you have to be aligned with a great house, and then you can choose to make a merc corp from within that alignment.


I don't mean to come off rude, but I didn't understand it to work like that. From what I remember, you have 3 choices: join a house, join a merc corps, or be a lone wolf.

While in a merc corps, you can work towards being loyal to a particular house for higher paying contracts, or you can be neutral and have a larger selection of contracts.

Again, this is how I understood it, not all is factual.

#15 Future Perfect

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Posted 25 June 2012 - 05:03 PM

Mercs fights everyone and with everyone.

They are the hired guns.

#16 Hell Cat

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Posted 25 June 2012 - 05:13 PM

Being in a faction would set your enemy, while mercs can remain neutral or remain loyal to one house. They also receive more C-Bills.

#17 Morrey

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Posted 25 June 2012 - 05:34 PM

I remember reading in one of the Q&A's or blogs about LP's and it mentioned how faction players went up in rank by LP and would get a "salary" per their rank.
Could the difference be that faction players get a constant "salary" per their rank and Merc's get a split of the contract?

#18 MechRaccoon

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Posted 25 June 2012 - 05:55 PM

Before I list the advantages and drawbax of both, I will admit I am biased towards being a Merc. here goes.
MERCENARIES!
Pros:
-You and your group have more choice and more freedom. You can pick your allegiances, which factions you work for, ANYTHING. (Basically.)

-You can grab any Mech from anywhere you want/need them. Want a Hammerhands (Davion Mech) and you're in Kurita space? You can take it as long as your reputation with House Davion isn't soiled. Need an Awesome from Marik space? Go ahead! (Again, as long as Marik can tolerate you)

-You get paid more.

-You can see many worlds because you're not tied to one front as a plain soldier would be in a war.

-If you find a secret cache of Star League tech, you can keep it all for yourself. I bet that crap wouldn't fly if you were in the army.

-No Predators.

Posted Image

Cons:

-Less discipline (unless your leader has a voicebox of steel.)

-You may be stuck with a bunch of buffoons who barely know how to steer a Mech.

-Things can get very tough for you if you lose the trust of your main job provider.

-Unless you have a dedicated medic, you might have a little trouble with that laser hole in your arm. GET AWAY FROM HIM, MR. CIVIL WAR DOCTOR!

ARMYPANTS! WAIT, WHAT!?

-You WILL be hooked up with professionals who, at the very least, made it through boot camp. Er...Foot Actuator Camp. Unless you're in a Militia unit.

-You will be more recognized for doing something epic (like bringing an Atlas down with your Mechs bare hands...er...Hand Actuators.) then if you were a Mercenary. I think.

-You get to eat hard tack...wait, WHAAAAAAAAAAAAAAAAAAAAAT!?

-Better medical care. (*cough cough* pretty medic *cough cough*)

-Better Discipline.

-You'll always have a battle to fight.

Cons.

-Predators. MAC!? MAAAAAAAAAAAC!!!!

Posted Image

-Not paid as much.

-Not much freedom.

-Can't keep that Star League era Blazer rifle you found on that dead guy. Friggin' R&D...





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