Nightmare1, on 23 December 2014 - 12:57 PM, said:
Originally, PGI stated that there would be Clan Life, Loyalist Life, and Merc Life in the game.
...At least...this is what was stated in the Launch Video away back when. It's pretty obvious that things have changed since then. Frankly, I still think the Launch Video description makes for a much more interesting CW.
Nightmare, you would be a good friend; thank you for outlining all of this, as it's the truth of what was going to be.
Rogue Jedi, on 23 December 2014 - 01:50 PM, said:
just read this thread and the replies to date, it seems like what Kay Wolf is requesting is for PGI to:
1) institute an interdependent Merc faction for the purpose of a loyalty point tree only (no territory except perhaps Outreach, and unable to take planets unless purchasing/being awarded a planet for outstanding service)
this seems reasonable, although the M.R.B.C was not created for another 2 years game time, Comstar's M.R.B. is relevant in timeline.
Yeah, I could go for this.
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2) for PGI to devote server space to give every Merc Corp there own home (website), and unique player designed faction badges for each Merc Corp
with the exception of the badges this can be done without any work in game, using third party software,
most units already have a website, so there is no need for PGI to provide this.
No no... There should be no reason for this. As you pointed out, there are plenty of third-party things, like Enjin, to take care of that.
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as for the badges for forum and end of match screens this should not be too much trouble but Mech Decals would be a lot of work to make them fit on all current and future Mechs, if this happens it would almost have to be an expensive (as in hundreds or thousands of dollars) real money item or perhaps something costing a LOT (billions) of cbills from the unit coffers to cover the art departments time.
Yes, but even Russ said this was coming, soon
TM. So, this tells me it's something already in testing.
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3) add more flavor to Mercenary life, as opposed to a house unit.
this has been poorly defined, so without more specific information I cannot comment on the idea.
It was not poorly defined. Read Nightmare1's post above your own, where he outlines very well what we were told was coming.
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If not can you (Kay Wolf) further elaborate on what you want, rather than just making vague statements this would make the debate much easier.
Rogue... there are two or three posts written in this thread already that outline what I'm looking for. Everyone else wants to be a smartass, obtuse, or all "I know more than anyone else", misconstruing everything I say, and/or being all negative, "Oh, this won't happen, you're stuck with what you've got, now, there's nothing else coming!" Not good enough, not by half.
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no offense intended but I am trying to get my head around your points, they just are not that clear to me.
http://mwomercs.com/...re-association/ (esp. Post #6) , and that's just the beginning. From what I was able to glean from the Town Hall Meeting, all of this is at a stop.
VanillaG, on 23 December 2014 - 02:44 PM, said:
The main aspects of the logistics deal around ensuring that you have a support structure that can sustain your unit with all of the rewards flowing through the unit and then down to the individual player. The way that MWO is structured is that the individual players receive all of the rewards so most of the concepts in that book would not apply. Most of the ideas are great if you are a unit commander but if you just a member of the unit those ideas are pretty bad since some other person is dictating what you get paid and ultimately controls your progression in the game the way it stands right now.
Do you control what you get paid at work? Or, do you trust your boss to deal with your real-world money, whether you have a choice or not?
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The only way to get a true representation of the MH:3055 is build an entirely new game so the focus can be on the logistics side of the equation.
Nonsense. The structure for this is already in the game.
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The game that you want would be some type of Clash of Clans/MechCommander hybrid that is tied into the persistent MWO universe. You would create your base(i.e logistics) that would allow you create and grow your unit. You could then take contracts that could be either PvE for low pay or PvP for higher pay and the results of the contracts would affect CW.
All of that sounds wonderful to me, though I was really only thinking of creating and growing the unit.
What I would like to see is a database, of sorts, where all units could put in information, such as the type of unit they are, whether they're MilSim or totally laid back, have a Religious population, if there are any special rules to the unit and, of course, things like the name, general faction, etc. of the unit. I don't want a complete web site on the PGI servers, and never have, and though it would be nice to have, it's unnecessary; however, having an actual presence would be nice. Then, people searching for a unit could select from similar criteria, have results returned all of the input of the unit commander, and they could select to join a unit from there, sending a request to join straight from this server to the unit commander.
Of course, it would be better if there were missions better developed for specialization, as well, and not just the same kill or be killed hullabaloo we've been playing since mid-2012.
Kyrie, on 23 December 2014 - 03:47 PM, said:
I would not discount PGI from gradually evolving MWO's CW to something that actually defines Unit's as real entities in the game. To begin with, Units have a treasury that will accumulate c-bills to be used later on in CW. This is a fairly important cornerstone that PGI can build on for us to have a more in-depth experience as CW evolves.
Kyrie, this is a surprising change, but a welcome one, to be sure. Thank you for your hopefulness, and for getting what I'm saying, though this goes beyond coffers.
Oh, and Cathy, just because you sold it, does that mean you read it?