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#21 Threat Doc

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Posted 22 December 2014 - 02:34 PM

Take a look around the entirety of my web site -not many people in the unit right now, but there's enough for you to get the idea-... and that is what I want in this game, plus all the stuff I do behind the scenes. I actually want to manage my unit, I actually want to have my unit known, not just a little tag somewhere obscure. Kyrie has other things I want in this game, as well.

Originally, this game was going to be about the mercenaries... the House's were going to be mostly for casual players, while the Merc Units were the hardcore players. If you people paid attention to Dev Blog 0 and on, then you know what the vast majority of us wanted. Again, however, because there are so many of you who are happy with the way things are, I am back out on an island. Sellouts.

#22 Threat Doc

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Posted 22 December 2014 - 02:47 PM

My oldest son just helped me realize what the problem is...

Unless you're really hardcore into BattleTech, you just simply don't know what you're missing. You think the game is fine and perfect because you don't know what else could be done with it, what else should be done with it. Yes, the combat shell is excellent, it's only missing a couple of things... it's the rest of the game universe that you're missing, and you don't know WHAT you're missing. That's the real problem. I don't want a perfect replica of the BattleTech universe, but if PGI are going to build a means for unit management, then they should build the whole thing, not the half-assed crap we have, now. If they're going to build an economy, repair/rearm, unit management tools, etc., then they should go the distance, not leaving those of us who've waited a long time, have seen management tools, contracting, etc. in other computer games prior to this one, out. Otherwise, leave all the extraneous nonsense out, kill CW, and stick with the basic combat game.

There is an opportunity to be had, here, there is so much more that can be done, so much more so many of us have expressed we want to see, but we're told at the last Town Hall that mercenaries will not be allowed to have their identity? Are you all okay with the opportunity being squandered?

By the way, someone mentioned that I was talking down to people, and someone else mentioned that I was throwing a tantrum... shame on you both. If I were doing these things, you would definitely know it. Shame on you.

Edited by Kay Wolf, 22 December 2014 - 02:49 PM.


#23 Davegt27

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Posted 22 December 2014 - 03:05 PM


View PostKay Wolf, on 20 December 2014 - 04:08 PM, said:

I am finally able to listen to the Town Hall from 12/18/14, and you were addressing mercenaries as always being tied to one of the Great House's, and that is not always true. There is a whole sub-section for mercenaries concerning objective-based warfare, contracting, and units getting involved where they are not, necessarily, contracted to be. You should really read your history concerning mercenaries.

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.


Kay: I did not see the pod cast

Did he say if Mercs' could have/own their own planets?

Like such in such planet is a merc strong hold

That’s what I want to see if nothing else, say the monies you have in the unit coffers could eventually buy your own planet from a faction


#24 VanillaG

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Posted 22 December 2014 - 03:09 PM

View PostKay Wolf, on 22 December 2014 - 02:47 PM, said:

My oldest son just helped me realize what the problem is...

Unless you're really hardcore into BattleTech, you just simply don't know what you're missing. You think the game is fine and perfect because you don't know what else could be done with it, what else should be done with it. Yes, the combat shell is excellent, it's only missing a couple of things... it's the rest of the game universe that you're missing, and you don't know WHAT you're missing. That's the real problem. I don't want a perfect replica of the BattleTech universe, but if PGI are going to build a means for unit management, then they should build the whole thing, not the half-assed crap we have, now. If they're going to build an economy, repair/rearm, unit management tools, etc., then they should go the distance, not leaving those of us who've waited a long time, have seen management tools, contracting, etc. in other computer games prior to this one, out. Otherwise, leave all the extraneous nonsense out, kill CW, and stick with the basic combat game.

There is an opportunity to be had, here, there is so much more that can be done, so much more so many of us have expressed we want to see, but we're told at the last Town Hall that mercenaries will not be allowed to have their identity? Are you all okay with the opportunity being squandered?

By the way, someone mentioned that I was talking down to people, and someone else mentioned that I was throwing a tantrum... shame on you both. If I were doing these things, you would definitely know it. Shame on you.

TBH, I don't think what you are describing can ever be part of MWO but instead should be a separate game linked to the MWO universe. There was another thread where someone noticed that Mechwarrior:Tactics was being auctioned off and they were wondering if PGI was going to purchase it. The suggestions from that thread was to repurpose the IP to be like MechCommander and have it plug into a persistent MWO universe where MWO was the FPS part and the new game was the RTS part.

#25 Kyrie

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Posted 22 December 2014 - 03:18 PM

View PostKay Wolf, on 22 December 2014 - 02:34 PM, said:

Take a look around the entirety of my web site -not many people in the unit right now, but there's enough for you to get the idea-... and that is what I want in this game, plus all the stuff I do behind the scenes. I actually want to manage my unit, I actually want to have my unit known, not just a little tag somewhere obscure. Kyrie has other things I want in this game, as well.

Originally, this game was going to be about the mercenaries... the House's were going to be mostly for casual players, while the Merc Units were the hardcore players. If you people paid attention to Dev Blog 0 and on, then you know what the vast majority of us wanted. Again, however, because there are so many of you who are happy with the way things are, I am back out on an island. Sellouts.


Originally we were going to have "Loyalists". That is apparently out the window -- there are only mercs and pugs. There are no House Units, and no real expectation of having those (as in implementing Canon units). So what we have and are likely to expect are further evolution of CW for mercs, not for Loyalists.

In that regard I am not sure what the issue is for you, but in my mind, it is the lack of depth to the Unit/Contract/Logistics at present. So I suspect that a lot of what we are both hoping for might happen in CW 3.0 if at all.

Were you perhaps expecting something more along the lines of World of Tank Clan Wars where units literally claimed territories and created their own borders?

Edited by Kyrie, 22 December 2014 - 03:19 PM.


#26 Bhael Fire

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Posted 22 December 2014 - 03:31 PM

View PostKay Wolf, on 22 December 2014 - 02:34 PM, said:

Take a look around the entirety of my web site -not many people in the unit right now, but there's enough for you to get the idea-... and that is what I want in this game, plus all the stuff I do behind the scenes. I actually want to manage my unit, I actually want to have my unit known, not just a little tag somewhere obscure. Kyrie has other things I want in this game, as well.

Originally, this game was going to be about the mercenaries... the House's were going to be mostly for casual players, while the Merc Units were the hardcore players. If you people paid attention to Dev Blog 0 and on, then you know what the vast majority of us wanted. Again, however, because there are so many of you who are happy with the way things are, I am back out on an island. Sellouts.


But...this game is centered on mercenary units. Only units that take a permanent contract with a house are loyalists. Everyone else are mercs that fight for the highest bid. So...in essence you are fighting for one of the great houses as a mercenary...just not on a permanent basis like the House loyalists.

#27 kf envy

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Posted 22 December 2014 - 03:32 PM

View PostKay Wolf, on 20 December 2014 - 04:08 PM, said:

I am finally able to listen to the Town Hall from 12/18/14, and you were addressing mercenaries as always being tied to one of the Great House's, and that is not always true. There is a whole sub-section for mercenaries concerning objective-based warfare, contracting, and units getting involved where they are not, necessarily, contracted to be. You should really read your history concerning mercenaries.

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.

if they did what you want they they have to add all the other clans to the game to make all of them happy too. because we already have other clan under the 4 ingame. so for now just do what they do an use there Unit Tag to show who they our an the faction to show who there fighting with/for.

#28 dubplate

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Posted 22 December 2014 - 04:13 PM

View PostKay Wolf, on 22 December 2014 - 02:47 PM, said:


By the way, someone mentioned that I was talking down to people, and someone else mentioned that I was throwing a tantrum... shame on you both. If I were doing these things, you would definitely know it. Shame on you.


The part I quoted was you being flat out condescending to the person asking. So no shame here. You mentioned someone not reading well enough to get the nuances in your post because 'most people don't'. If you aren't writing so the majority of readers can understand your message, that's your fault as the writer.

#29 Threat Doc

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Posted 22 December 2014 - 05:32 PM

View PostDavegt27, on 22 December 2014 - 03:05 PM, said:

Did he say if Mercs' could have/own their own planets?

Like such in such planet is a merc strong hold
See, Paul seemed to hint at that with the last 'Mechs, Devs, and Beer for Phase Three, but now I hear Russ in the Town Hall saying there will be no extensive mercenary... anything.

Quote

That’s what I want to see if nothing else, say the monies you have in the unit coffers could eventually buy your own planet from a faction
I was VERY excited to hear that from Paul, as well, and I would love for there to be land grants, and/or a way for you to purchase your own planet, though I'm pretty certain that's going to be all MC-based, rather than Unit Coffers, IF they do it. So many mixed signals, right now.

View PostVanillaG, on 22 December 2014 - 03:09 PM, said:

TBH, I don't think what you are describing can ever be part of MWO but instead should be a separate game linked to the MWO universe. There was another thread where someone noticed that Mechwarrior:Tactics was being auctioned off and they were wondering if PGI was going to purchase it. The suggestions from that thread was to repurpose the IP to be like MechCommander and have it plug into a persistent MWO universe where MWO was the FPS part and the new game was the RTS part.
Hell, I would go for that in a heart beat. I wrote an MMO document a long time ago, for BattleTech Online, and I shared it with PGI a couple of times, for free -I don't even care about money in that regard, as long as the game is good and full enough-, but I don't think they're using much, if anything, from that. In that document, I outlined a way for a game to work from a central loading area, but there would be four different game types to go along with it. I would love to see something like that; I'm much more strategy and logistics-oriented than I am tactical, which is why I just have my guys, those who actually know much more than I do, lead.

I'm pretty sure I've said this about a dozen times before, but I DO NOT PLAY PVP IN ANY GAME EXCEPT THIS ONE. My love for the game universe, for EVERYTHING that goes into it, far above and beyond fighting, makes it so I will play PvP in this game. I'll tell you right now, though, once we start to get single-player content, unless some DRASTIC changes are made to this online universe PGI have always said they wanted to make, you won't see me because I'll be busy with the single-player content, and running strategy for the rest of my guys who love the PvP stuff.

View PostKyrie, on 22 December 2014 - 03:18 PM, said:

Originally we were going to have "Loyalists". That is apparently out the window -- there are only mercs and pugs. There are no House Units, and no real expectation of having those (as in implementing Canon units). So what we have and are likely to expect are further evolution of CW for mercs, not for Loyalists.
How much further is PGI going to deviate from the things many of us signed up for when they announced the game in October 2011? I think there's only so much more I'm going to take before I stop playing altogether, and just run the administrative stuff for others who want to play much more than I do. The ONLY reason I get on to play, NOW, is because of the people in AU. I really should have thought about this before putting the unit back together, again.

Quote

In that regard I am not sure what the issue is for you, but in my mind, it is the lack of depth to the Unit/Contract/Logistics at present. So I suspect that a lot of what we are both hoping for might happen in CW 3.0 if at all.
So Paul said in that MDB podcast... but, if Russ is countering what was said about planets by telling us there will be no more mercenary development, because PGI feels it's unnecessary, how much more that's been said, things that we're already on the low-end of accepting because it's already deviated so much from the plan we signed on for, is going to be reversed?

Quote

Were you perhaps expecting something more along the lines of World of Tank Clan Wars where units literally claimed territories and created their own borders?
I'm sorry, Kyrie, I don't know World of Tanks at all; my ONLY game is this one, at the moment, period. I don't know how they work. Now, I just received the update about moving from 11 zones to 15, and eight are required for capture of a world, and I think that's great, because that drops the ability to shift borders, now, by 30+ percent, which is awesome. However, what I'm afraid of is that the Clans, whether due to sheer numbers of players on that side, or because of their equipment, when the time comes for them to really do what they historically are here to do, start. What I'm worried about is that I am always going to see Clan vs Inner Sphere ONLY, even if I'm sitting on the Davion border with Liao and trying to get fights there. There has not been one CW fight I've been involved in where it wasn't Clan vs Inner Sphere. The Clans ruined the game in '92, and they're destroying it, here.

View PostBhael Fire, on 22 December 2014 - 03:31 PM, said:

But...this game is centered on mercenary units. Only units that take a permanent contract with a house are loyalists. Everyone else are mercs that fight for the highest bid. So...in essence you are fighting for one of the great houses as a mercenary...just not on a permanent basis like the House loyalists.
No, Bhael, that's just mercenary units -without tangible identities- being attached to the Company Store every few days. I want to negotiate my contracts, I want to plan my attack strategies, I want to launch the elements of Armageddon Unlimited -meager as they are right now- on missions that really mean something, and aren't just attack or defend such and so set point ALL THE TIME.

Now, I'm not insensitive to the fact that CW JUST arrived, nor that we've been waiting for it two years longer than we were supposed to have to wait, but what we have, NOW, SHOULD have been launched two years ago, when we were told it would, and we should be very far into a much more in-depth Community Warfare, now. I am also not insensitive to the fact that IGP was holding PGI back, and there has been massively incredible improvement in the construction and release of content. However, I don't want PGI to make a knee-jerk decision like, "Ahh, screw you mercenary guys, you can ONLY be attached to a house for a new contract at the end of your present one, period!" That's so short-sighted, arrogant, and ignorant I can't even begin to tell you how warm my ardor has become.

No, we were told, from the beginning, there was going to be a BattleTech true robust and active unit creation and management system, and I damn sure expect that system, and I believe I and everyone else who expects that system has the right to expect it, as well, to be built, and in short order after the New Year.

I've been here from the day this game was announced, within one hour of that announcement. My profile number here is 363, and I have fought tooth and nail, and pushed PGI at every turn, to ensure what they said they would do, they will do. Notice how I have not once used the word promise... however, being told certain things are going to happen is every bit as important as a promise. A small amount of deviation from what EVERYONE signed up for on that day, and in the first subsequent weeks is to be expected, and a lot of us were understanding for a long time. What PGI have now done is such a serious amount of deviation that I no longer recognize what they have done to the meta-game. As I've said repeatedly, the combat engine is damn near perfect... it can be a lot of fun, as long as it's not dragging ass with the same mode over and over and over and over and over again. The numbers are not tabletop, and I understand why they're not, but the damn meta-game NEEDS to be absolutely correct, and it shouldn't be all that hard to do. PGI needs to get into the sourcebooks for the game and start taking EVERYTHING from those so those exact rules, or a close-enough amalgam of them, will be available. Right now, we don't even have a contracting system as good as that from MechWarrior II: Mercenaries, and that game was released EIGHTEEN (18) years ago, for pete's sake!

Leaving mercenary units without an identity is worse than "it's the same thing every night".

#30 Bhael Fire

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Posted 22 December 2014 - 06:26 PM

View PostKay Wolf, on 22 December 2014 - 05:32 PM, said:

No, Bhael, that's just mercenary units -without tangible identities- being attached to the Company Store every few days. I want to negotiate my contracts, I want to plan my attack strategies, I want to launch the elements of Armageddon Unlimited -meager as they are right now- on missions that really mean something, and aren't just attack or defend such and so set point ALL THE TIME.


I get you...and I agree; that would be awesome. But that's all part the logistical elements that they have said they want to include further on down the line.

Right now, CW is at its core about the IS Houses and the Clans...and whether you are loyalist to one of those factions or cutthroat mercenary opportunist looking for the highest bidder, all units fight for one of those factions.

What you are are talking is the minutiae of micromanagement and logistics; i.e. essentially roleplaying the day to day life of a mercenary. That's would be awesome...and I look forward to seeing something like this getting implemented.

However, at the end of the day, regardless if players are loyalists or mercs, they fight for one of the IS or Clan factions; i.e. mercs are not factions unto themselves.

#31 Creovex

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Posted 22 December 2014 - 06:40 PM

View PostKay Wolf, on 20 December 2014 - 07:10 PM, said:

If you don't understand the BattleTech universe, and you don't understand what it takes to build a unit from scratch, then you are incapable of understanding what it is I'm talking about. I've been around since 1984 in BattleTech, and my mercenary unit has existed since mid-late 1985 on the tabletop and late 1997 in the computer games played online. Of course, for those who've not put very much work into their units, who are just collections of players in the game, and little more, if anything, then you wouldn't understand the labor of love this has been. If your only concern for the game universe resides, at present, in the combat simulator of this game, then it's not possible for you to understand what I'm talking about; if you have little or no history in the game universe, then you just don't know, period.


Honestly, from someone who has been playing the computer version of Battletech longer then you have. (Yeah, I own the original and still have the boxes for most of the games) you might want to calm down... in the computer versions, Mercs have been celebrated plenty and at no point are they here for colonization. They are "all about the C-bills" so setting up shop to make a homestead for a billion people is NOT in the agenda... The only thing a merc cares for is c-bills, more c-bills and oh.. more c-bills.

You want ideals and property (worlds)? Join a faction... You want C-bills and the freedom to decide who you fight for tomorrow, then you are a merc company.

Honestly, you are talking about setting up your own faction and taking over the verse... it ain't going to happen in this incarnation of Mechwarrior.

Edited by Creovex, 23 December 2014 - 05:28 AM.


#32 Devayner

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Posted 22 December 2014 - 06:55 PM

View PostAUSwarrior24, on 20 December 2014 - 06:13 PM, said:

Honestly I still think that the current system represents mercs just as well as it could. I don't think mercs should ever be represented as their own factions, as only very few merc groups ever owned entire planets and those shouldn't be player controlled IMO.

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.


I dont think its as much wanting to own a planet but there are mechanics of a merc unit that arnt represented in the current way its played out.Im willing to wait and hope there will be a way to further set Merc units apart.

#33 Desolator

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Posted 22 December 2014 - 06:55 PM

While I think some of the things Kay is asking for or expecting is a bit out of the question, there are however some things that they should implement that I think would really help Mercs feel like they still are Mercs.

1, Upload and display custom Merc Unit badges, instead of displaying the House you are working for. Mercs are still their own units regardless if they are under contract with another party or not. This is why they don't fly House colors.

2. Instead of earning Reputation with the House/Clan you contract with, Mercs get their own unique Reputation Tree to gain points for with the rewards to go with those.
This would allow for a Merc unit to realistically reach Rank 20 with their faction/unit. I mean if I am going to play as Steiner or Ghost Bear enough to hit Rank 20, I might as well have just pledged to them permenatly.


These two things, I think would go a long way in maintaining the feel of a Merc Unit. There could even be one for Lone Wolves as well.
This is where PGI could really have fun with the rewards they give out.

#34 Threat Doc

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Posted 22 December 2014 - 06:58 PM

View PostBhael Fire, on 22 December 2014 - 06:26 PM, said:

However, at the end of the day, regardless if players are loyalists or mercs, they fight for one of the IS or Clan factions; i.e. mercs are not factions unto themselves.
Shouldn't they be? In that same Town Hall a few nights ago, he said that some logistics would be coming to the game, but not much more than we have, now. Again, contradicting everything that came before.

View PostCreovex, on 22 December 2014 - 06:40 PM, said:

Honestly, from someone who has been playing the computer version of Battletech longer then you have. (Yeah, I have the own the orignal and still have the boxes for most of the games) you might want to calm down...
Oh, yeah mean BattleTech, in 1989? The one you could play on an 8088, literally; I played that at night while I was in school at ITT Technical Institute for a Computer-Aided Drafting Degree. Be careful whom you think you've played longer than.

Quote

You want ideals and property (worlds)? Join a faction... You want C-bills and the freedom to decide who you fight for tomorrow, then you are a merc company.

Honestly, you are talking about setting up your own faction and taking over the verse... it ain't going to happen in this incarnation of Mechwarrior.
Okay, I said nothing about taking over the Inner Sphere -Mr. Firefly-, I was talking about having an identity like we've never had before.

#35 Fut

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Posted 22 December 2014 - 07:14 PM

View PostJoseph Mallan, on 21 December 2014 - 04:38 AM, said:



From what I can tell, this is exactly what the OP is looking for. A "Merc Faction" to pledge allegiance to instead of a House.
PGI would be smart to throw this in game. It'd probably even help with all the Merc Logistics in the future of CW as it could be a central hub to tender and award the various contracts.

#36 Bhael Fire

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Posted 22 December 2014 - 07:22 PM

View PostKay Wolf, on 22 December 2014 - 06:58 PM, said:

Shouldn't they be? In that same Town Hall a few nights ago, he said that some logistics would be coming to the game, but not much more than we have, now. Again, contradicting everything that came before.


I actually think they made to right decision in not making merc companies their own factions; that always made no sense to me, because merc units do not control territories. They fight battles and win territories for their employers...but they do not get involved in the politics of governing and ruling those territories. They may be tasked with building strongholds and fortifying those territories, but they do not "control" them in the same sense that a faction does.

That's why they can't really be considered "factions" unto themselves. At least, that's the prevailing logic behind the decision to not make them factions.

#37 Threat Doc

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Posted 22 December 2014 - 10:46 PM

The trouble is, the word faction is not about owning territory, not in the least... it's about being a group that dissents, or is otherwise separate, from others. While mercenary units do work for factions, they are not a part of the faction, and thus are a faction unto themselves. Look it up in the dictionary... that's where I came up with my argument.

#38 Creovex

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Posted 23 December 2014 - 05:36 AM

View PostKay Wolf, on 22 December 2014 - 06:58 PM, said:

Oh, yeah mean BattleTech, in 1989? The one you could play on an 8088, literally; I played that at night while I was in school at ITT Technical Institute for a Computer-Aided Drafting Degree. Be careful whom you think you've played longer than.


If you HAD played it and the following games, then you wouldn't have come on the forums ranting about wanting your own faction for Mercs. You would KNOW where they are traditionally in the computer universe and realize at the most, you might get a logo down the road (doubtful though). You may know some material but you completely miss the basic concepts of CW here.

If you goal is to have the Mary Kay Wolf Faction... your out of luck ace... It isn't going to change and if you can't handle it, move on. And with your argument against the word faction... then what do you want? Territory control by Mercs... just simply doesn't fit their role in MWO. Again... and I repeat because I now know where you went to get your CAD training... MERCS WILL NOT BE THEIR OWN FACTION (and faction here means - group runs with the same banner and has the ability to own/control planets)

Just a suggestion, and you can do with it as you want... New Years Resolution for you - Take a break from board games, stay off dictionary.com and try to meet someone who can love you for the nerd you are... someone who enjoys that fact you have a pair of underwear on that says "Tuesday-Thursday".... I am sure your Mom's basement is great and I love how at 90 she still makes you Spaghetti-os... but it is time to stop pretending anyone cares that you once played jazz clarinet at a hotel bar near JFK airport. (This last paragraph was designed to show you that I can rant about nothing just like you can... but unlike you, I can sleep peacefully knowing you AREN'T getting your way) :D

Edited by Creovex, 23 December 2014 - 05:56 AM.


#39 Joseph Mallan

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Posted 23 December 2014 - 06:31 AM

View PostCreovex, on 23 December 2014 - 05:36 AM, said:


If you HAD played it and the following games, then you wouldn't have come on the forums ranting about wanting your own faction for Mercs. You would KNOW where they are traditionally in the computer universe and realize at the most, you might get a logo down the road (doubtful though). You may know some material but you completely miss the basic concepts of CW here.

If you goal is to have the Mary Kay Wolf Faction... your out of luck ace... It isn't going to change and if you can't handle it, move on. And with your argument against the word faction... then what do you want? Territory control by Mercs... just simply doesn't fit their role in MWO. Again... and I repeat because I now know where you went to get your CAD training... MERCS WILL NOT BE THEIR OWN FACTION (and faction here means - group runs with the same banner and has the ability to own/control planets)

Just a suggestion, and you can do with it as you want... New Years Resolution for you - Take a break from board games, stay off dictionary.com and try to meet someone who can love you for the nerd you are... someone who enjoys that fact you have a pair of underwear on that says "Tuesday-Thursday".... I am sure your Mom's basement is great and I love how at 90 she still makes you Spaghetti-os... but it is time to stop pretending anyone cares that you once played jazz clarinet at a hotel bar near JFK airport. (This last paragraph was designed to show you that I can rant about nothing just like you can... but unlike you, I can sleep peacefully knowing you AREN'T getting your way) :D
To address this. We are not worried about the entirety of the gaming industry. CBT has a long history of glorious Merc Commands that are a Force worthy of being a Faction! Being a Dragoon, a Kellhound (A Lyran MERC command) or a Horseman(Former Star League Elite) is as honored as being a Davion Guard or a Lyran Royal guard.

Mercs having the MCRB as a Faction to rally around would be a good thing, Mercs as an organization ARE a faction. Some more interested in money than glory but a faction that CAN change the face of the Inner Sphere depending on the contracts accepted.

#40 VanillaG

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Posted 23 December 2014 - 10:01 AM

View PostJoseph Mallan, on 23 December 2014 - 06:31 AM, said:

To address this. We are not worried about the entirety of the gaming industry. CBT has a long history of glorious Merc Commands that are a Force worthy of being a Faction! Being a Dragoon, a Kellhound (A Lyran MERC command) or a Horseman(Former Star League Elite) is as honored as being a Davion Guard or a Lyran Royal guard.

Mercs having the MCRB as a Faction to rally around would be a good thing, Mercs as an organization ARE a faction. Some more interested in money than glory but a faction that CAN change the face of the Inner Sphere depending on the contracts accepted.

At most and MCRB faction would provide an alternate tree for loyalty rewards that is not tied to a specific House. But at the end of the day the mercs will still need to accept contracts with the major Houses for specific time periods like they currently do.





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