For Russ - Mercenaries As Factions
#1
Posted 20 December 2014 - 04:08 PM
It saddens me that you have expressed you don't see the need to separate mercs from factions, and that answer is an absolute NO-GO!
There are a few reasons...
1) mwo MERCS .com
2) Because it matters to those of us who have been running mercenary units for a while, and those of us who are expecting our identity to be viable in the BattleTech universe, and
3) There are many out there who have gone through the hard work of developing what was not available in previous games, including myself, since 1995 until now, who have sought to have that recognition of identity. This is not just about whether we align ourselves with a house or not... this is about identity.
Personally, I think it's pretty ****** that you would leave those of us who've been waiting for this not only throughout the careers we have made in our spare times with these mercenary units, but especially since the announcement was made for this game, that it was going to be massively multiplayer, since we were going to have a functional league AND a fantastic new combat simulator together. What you said in that podcast, though not pitchfork-worthy necessarily, is short-sighted and harsh, and you really need to reconsider.
Thank you.
#2
Posted 20 December 2014 - 06:06 PM
There are a number of excellent merc groups who are known, respected and valued by the factions who get them to take contracts. Not sure what you are wanting. To be complete factions on your own?
#3
Posted 20 December 2014 - 06:09 PM
#4
Posted 20 December 2014 - 06:13 PM
That said, I'm sure there's always room for expansion and to flesh out the differences between setting up a faction unit and a merc unit, and there's plenty of opportunities in there, but I'm not a fan of them becoming separate entities on the map. Mercs always fought for a faction.
#5
Posted 20 December 2014 - 07:10 PM
#6
Posted 20 December 2014 - 07:16 PM
On the one hand, canonically, merc units tended to stick to contracts with particular houses; on the other, I too would like to have a means of differentiating identity between a true Steiner pureblood, and a member of a battleproven merc unit.
At the same time though, we have to avoid anything that would grant merc units unequal freedom compared to other IS units...otherwise everybody would simply join merc units, aside from those with deeply entrenched faction tendencies.
Sometimes the suggestions I see seem to make merc units look more like Pirate factions than true Mercenary units, and that's no good.
Edited by Telmasa, 20 December 2014 - 07:16 PM.
#7
Posted 20 December 2014 - 08:58 PM
Even those units that owned planets only did so because the House allowed it. Their claim could be revoked at any time.
If you see your unit as a faction unto yourselves, know that the vast majority of mercenary units didn't operate that way. They simply didn't have the resources for it. And if expenses were in MW:O, none of the mercenary units in the game would be able to afford it either.
You are still Armageddon Unlimited ... you simply do the FRR's bidding (at the moment).
Edited by Durant Carlyle, 20 December 2014 - 09:02 PM.
#8
Posted 20 December 2014 - 10:25 PM
#9
Posted 20 December 2014 - 11:26 PM
Durant Carlyle, on 20 December 2014 - 08:58 PM, said:
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It's pretty clear you don't understand mercenaries, let alone mercenary elements in BattleTech.
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No mercenary element can make a name for itself while inextricably tied and unable to be seen as unique from whomever their employer is. All previous leagues allowed mercenary units to be formed within those leagues, including canon units, and it was never, to the best of my knowledge, a problem anywhere else. PGI have made it a problem, and they took away the twenty year old ability to lay claim to a canon mercenary unit in a few short words, and now they're taking away the ability to have an identity at all? That's not right, and it needs to change.
#10
Posted 21 December 2014 - 01:16 AM
In BT- mercs generally fought for a faction. The cost of operating a mercenary unit were too staggering for any but the most wealthy of individuals or planetary leaders to independently contract with a merc unit. Now most mercs, aside from units like the Kell Hounds, Gray Death Legion, or Cabelleros which were close to House units due to lengthy contracts/ties with faction leadership, didn't identify as military members of the faction but they were listed as military assets of that faction. That's basically what is occurring in CW- you are listed as an asset for the faction you contracted to. I don't see this as a loss of unit identity, just an easy way to clarify who is working for what faction.
#12
Posted 21 December 2014 - 04:35 AM
Telmasa, on 20 December 2014 - 07:16 PM, said:
On the one hand, canonically, merc units tended to stick to contracts with particular houses; on the other, I too would like to have a means of differentiating identity between a true Steiner pureblood, and a member of a battleproven merc unit.
At the same time though, we have to avoid anything that would grant merc units unequal freedom compared to other IS units...otherwise everybody would simply join merc units, aside from those with deeply entrenched faction tendencies.
Sometimes the suggestions I see seem to make merc units look more like Pirate factions than true Mercenary units, and that's no good.
I agree 100%, Merc Shield to represent Merc Units.
#13
Posted 21 December 2014 - 04:38 AM
Kay Wolf, on 20 December 2014 - 04:08 PM, said:
It saddens me that you have expressed you don't see the need to separate mercs from factions, and that answer is an absolute NO-GO!
There are a few reasons...
1) mwo MERCS .com
2) Because it matters to those of us who have been running mercenary units for a while, and those of us who are expecting our identity to be viable in the BattleTech universe, and
3) There are many out there who have gone through the hard work of developing what was not available in previous games, including myself, since 1995 until now, who have sought to have that recognition of identity. This is not just about whether we align ourselves with a house or not... this is about identity.
Personally, I think it's pretty ****** that you would leave those of us who've been waiting for this not only throughout the careers we have made in our spare times with these mercenary units, but especially since the announcement was made for this game, that it was going to be massively multiplayer, since we were going to have a functional league AND a fantastic new combat simulator together. What you said in that podcast, though not pitchfork-worthy necessarily, is short-sighted and harsh, and you really need to reconsider.
Thank you.
Mercenary
Review &
Bonding
Commission!
Outreach
#14
Posted 21 December 2014 - 07:36 PM
Lord Ikka, on 21 December 2014 - 01:16 AM, said:
In BT- mercs generally fought for a faction. The cost of operating a mercenary unit were too staggering for any but the most wealthy of individuals or planetary leaders to independently contract with a merc unit. Now most mercs, aside from units like the Kell Hounds, Gray Death Legion, or Cabelleros which were close to House units due to lengthy contracts/ties with faction leadership, didn't identify as military members of the faction but they were listed as military assets of that faction. That's basically what is occurring in CW- you are listed as an asset for the faction you contracted to. I don't see this as a loss of unit identity, just an easy way to clarify who is working for what faction.
Well, I'm here to tell you that is a NO-GO! That is not half good enough. You stick with being a House Regular, if that's what you like, but that's not good enough for me.
Edited by Kay Wolf, 21 December 2014 - 07:37 PM.
#15
Posted 21 December 2014 - 11:33 PM
Kay Wolf, on 21 December 2014 - 07:36 PM, said:
Well, I'm here to tell you that is a NO-GO! That is not half good enough. You stick with being a House Regular, if that's what you like, but that's not good enough for me.
That would be the basic principle of mercs in-game. You choose who to fight for- weekly, bi-weekly, or monthly. The only units that I believe are considered "House" units would be those that choose a permanent contract.
What logistics? This game has no logistics- all players are paid personally rather than being paid by unit merit, and players purchase their own Mechs/equipment.
What individual identity are you talking about? Your unit tag is right there for all to see- if someone wonders who you are they can find out. You still haven't explained what you want from PGI beyond a vague "We're mercs and want to stay that way."
#16
Posted 22 December 2014 - 01:45 PM
Lord Ikka, on 21 December 2014 - 11:33 PM, said:
There will be logistics in the game... ahh, who am I foolin'... a lot has been said as to what we're going to get, from Dev Blog 0 on, and since you folkers can't seem to keep from bashing a topic I hold near and dear to my heart, what's the fracking point, right?
I guess it's another loss to people who don't care about BattleTech, huh? This game continues to wade in the kiddy pool, I'm afraid, and I may have to find something else with the depth of gameplay that I actually want.
#17
Posted 22 December 2014 - 02:07 PM
Mercenaries will always have a contract with one of the major houses; that's what they do. How long that contract is, depends on the merc unit and what services they agree to provide.
That doesn't mean that they will stay with the same house once their contract is up though...
#18
Posted 22 December 2014 - 02:24 PM
Kay Wolf, on 22 December 2014 - 01:45 PM, said:
How about actually explaining it rather than talking down to people? I read it a few times and wasn't sure what you're talking about. You say you want an identity, but how do you mean? Or is this one big complaint that you can't use established mercenary unit names, so you're talking about an identity beyond MWO?
#19
Posted 22 December 2014 - 02:26 PM
With that being said, I am in favor of extensive implementation of logistics while accepting the fact this is not likely to be implemented. I would be completely in favor of mechanics from classic MPBT EGA further refined:
1) Fully implemented House structures, taking Kurita as an example: House Leader and XO, Warlords in command of Districts, Prefectures within Districts, Units within Prefectures, Lances in Units. All House Loyalists join a House unit that they are eligible to join based on standing (rank and loyalty).
2) Logistics for all Units: Mechs and pilots assigned to Lances. Lances moved from point to point to fight on targets. You fight where your Lance is located in CW. You assign the mech you are using to a Lance in order to pilot it for CW.
3) Supply Line / Repair and Rearm Logic: For CW, you have to repair your mechs and restock them. You have to plan your campaigns by stocking (in advance) parts, ammo, and supplies to repair your mechs quickly or face delays while ordering parts to be shipped to you to repair your mechs. If you are operating behind enemy lines far from your supply lines you are taking a big gamble -- have to take everything you are going to need going in or be forced to retreat from lack of war materiel.
4) Transport / Movement: Moving Lances around the map to different star systems requires use of JumpShips that are costly to rent. DropShips to attack/defend actual planets are Unit assets that can be destroyed; protecting them becomes the most important logistical requirement. Travel from point to point on a planet to conquer key objectives.
#20
Posted 22 December 2014 - 02:31 PM
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