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Managing Mercenaries


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#21 Joseph Mallan

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Posted 23 January 2015 - 06:27 AM

View PostAlexander Steel, on 23 January 2015 - 06:24 AM, said:

What do you think the "50 LP + 75,000" for a successful attack or defense is? That's the contract pay out. You as a merc agree to that level of pay when you chose to take the offerened 7 14 28 or Perm Contract length.

That would be ME agreeing to the contract... Or more specifically the player who has our teams Lead. The point I was contending was the statement that the Merc makes the contract. We don't. ;)

#22 Alexander Steel

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Posted 23 January 2015 - 06:47 AM

The game simplifies the process, in much the same way after a battle you don't have a long process of reloading each missile, round fired, or fixing your mech from damage. Nor do you have the process of getting your mech from it's hanger into a drop ship. Or the process of waiting for several days as the drop ship travels from the planet to the jumpship. Nor do we have to wait for jumpship recharge times or the like.

The game streamlines things where by clicking accept on a planet attack/defend a great many things that would have to happen in B-Tech Lore are simplified away.

#23 Joseph Mallan

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Posted 23 January 2015 - 06:50 AM

View PostAlexander Steel, on 23 January 2015 - 06:47 AM, said:

The game simplifies the process, in much the same way after a battle you don't have a long process of reloading each missile, round fired, or fixing your mech from damage. Nor do you have the process of getting your mech from it's hanger into a drop ship. Or the process of waiting for several days as the drop ship travels from the planet to the jumpship. Nor do we have to wait for jumpship recharge times or the like.

The game streamlines things where by clicking accept on a planet attack/defend a great many things that would have to happen in B-Tech Lore are simplified away.
Sometimes it streamlines to much. Choosing the right contract is every bit as important as choosing teh right Mechs for the mission. ;)

#24 CyclonerM

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Posted 23 January 2015 - 06:55 AM

View PostAlexander Steel, on 23 January 2015 - 06:47 AM, said:

The game simplifies the process, in much the same way after a battle you don't have a long process of reloading each missile, round fired, or fixing your mech from damage. Nor do you have the process of getting your mech from it's hanger into a drop ship. Or the process of waiting for several days as the drop ship travels from the planet to the jumpship. Nor do we have to wait for jumpship recharge times or the like.


Things i would love to see, with the due time reductions. Anyway, Star Citizen is going to have most of these things..

#25 Joseph Mallan

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Posted 23 January 2015 - 06:58 AM

View PostCyclonerM, on 23 January 2015 - 06:55 AM, said:

[/size]
Things i would love to see, with the due time reductions. Anyway, Star Citizen is going to have most of these things..

Once or twice maybe a dozen times, but after a while animations get to be redundant. But choosing a contract should be Important.

#26 CyclonerM

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Posted 23 January 2015 - 07:05 AM

View PostJoseph Mallan, on 23 January 2015 - 06:58 AM, said:

Once or twice maybe a dozen times, but after a while animations get to be redundant. But choosing a contract should be Important.

If SC was a BT game, you would be able to either command the Jumpship or the DropShips or be part of the crew ;)

I totally love animations anyway, even if they are repeated forever. I would never skip the power up or the drop sequences in MWO and CW for example, but that is just me :)ù

And aff, choosing a contract should be important.. You want to test the waters in a new faction? Choose a short-term, low-commitment contract. You want to get high pay and loyalty with your favorite faction? Support its offensive, defend its planets etc.

Edited by CyclonerM, 23 January 2015 - 07:07 AM.


#27 Alexander Steel

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Posted 23 January 2015 - 07:43 AM

Meh, as much as everybody is drooling over SC's stuff, by the 100th time you have to go through the entire land on a planet stuff people are going to be chucking their monitors out windows.

Decades of game theory and watching how people play MMOs and what parts they hate don't vanish just because some people want to believe.

#28 Joseph Mallan

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Posted 23 January 2015 - 07:45 AM

View PostCyclonerM, on 23 January 2015 - 07:05 AM, said:

If SC was a BT game, you would be able to either command the Jumpship or the DropShips or be part of the crew ;)

I totally love animations anyway, even if they are repeated forever. I would never skip the power up or the drop sequences in MWO and CW for example, but that is just me :)ù

And aff, choosing a contract should be important.. You want to test the waters in a new faction? Choose a short-term, low-commitment contract. You want to get high pay and loyalty with your favorite faction? Support its offensive, defend its planets etc.

Have had this discussion with the gang in the Law... Looks like I'm going to be a Marine one more time! B)

#29 Banditman

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Posted 23 January 2015 - 08:01 AM

View PostJoseph Mallan, on 23 January 2015 - 06:17 AM, said:

You defeat the Clan Occupying force, Said planet is now Occupied by your faction. In this case House Davion.

Now does the faction leader station you there or send in a relief force.

You missed the point.

How likely is it that the Kuritas are going to allow me to own planets in their space while I also own planets in Davion space, or clan space. It just doesn't make sense.

If I'm going to jump around chasing a contract, that's fine, and it's the way mercs should work. Those contracts should be attractive. They should be a reason to go "somewhere".

At the same time, if I'm doing that, I shouldn't be owning planets in multiple faction spaces. Holding planets should have it's own benefit, different and distinct from contract benefits.

#30 Alexander Steel

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Posted 23 January 2015 - 08:22 AM

The only units that got away with owning planets in one space and taking missions for other factions were...

The Kell Hounds - Owned Arc Royal, took missions with Fed Com ((of course)) and FRR.
Wolf's Dragoon - Owned Outreach, ran the Merc Star and had a special notice from Hanse Davion giving them the planet so they weren't even really a planet owned by the Fed Com.

#31 Joseph Mallan

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Posted 23 January 2015 - 09:42 AM

View PostAlexander Steel, on 23 January 2015 - 08:22 AM, said:

The only units that got away with owning planets in one space and taking missions for other factions were...

The Kell Hounds - Owned Arc Royal, took missions with Fed Com ((of course)) and FRR.
Wolf's Dragoon - Owned Outreach, ran the Merc Star and had a special notice from Hanse Davion giving them the planet so they weren't even really a planet owned by the Fed Com.

Cranston Snord's Irregulars Or at least under his daughter's command...

#32 _Comrade_

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Posted 23 January 2015 - 10:02 AM

I thought the northwind highlanders owned northwind?

Edited by Grimwill, 23 January 2015 - 10:02 AM.


#33 Joseph Mallan

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Posted 23 January 2015 - 10:04 AM

View PostGrimwill, on 23 January 2015 - 10:02 AM, said:

I thought the northwind highlanders owned northwind?

Off and on... Round this time. On I think!

View PostBanditman, on 23 January 2015 - 08:01 AM, said:

You missed the point.

How likely is it that the Kuritas are going to allow me to own planets in their space while I also own planets in Davion space, or clan space. It just doesn't make sense.

If I'm going to jump around chasing a contract, that's fine, and it's the way mercs should work. Those contracts should be attractive. They should be a reason to go "somewhere".

At the same time, if I'm doing that, I shouldn't be owning planets in multiple faction spaces. Holding planets should have it's own benefit, different and distinct from contract benefits.

Well if they want it, guess they have to come and take it from you right?

#34 GrizzlyViking

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Posted 23 January 2015 - 10:06 AM

Clans do not hire Mercs according to lore.

Edited by GrizzlyViking, 23 January 2015 - 10:07 AM.


#35 _Comrade_

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Posted 23 January 2015 - 10:21 AM

From what I know of mercs lore wise, is that most of them are small , usually a company size....very few regiment size merc units. Most of them are unsuccessful, either going bankrupt are being completely destroyed in s conflict and most of them have a prefered employer (kell hounds with house Steiner for example) I believe it would be nice if mercs in CW can list a prefered employer and therefore get bonus and penalties for leaving or staying with that faction

#36 DoomEngine

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Posted 23 January 2015 - 10:23 AM

View PostGrimwill, on 23 January 2015 - 10:21 AM, said:

I believe it would be nice if mercs in CW can list a prefered employer and therefore get bonus and penalties for leaving or staying with that faction


House Davion writes my unit's checks... ;)

#37 Alexander Steel

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Posted 23 January 2015 - 10:38 AM

View PostJoseph Mallan, on 23 January 2015 - 09:42 AM, said:


Cranston Snord's Irregulars Or at least under his daughter's command...


They didn't own a planet, they owned a star league warship production factory in the middle of the Jade Falcon Invasion zone, eventually they lost it as well.

#38 Alexander Steel

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Posted 23 January 2015 - 10:42 AM

View PostGrimwill, on 23 January 2015 - 10:02 AM, said:

I thought the northwind highlanders owned northwind?


Hanse Davion gave Northwind back to the highlanders during the 4th succession war in order to break their loyalty from the CC. For the next almost 30 years they only worked for the FedCom whose territory they were in. During the War between the CC + Marik and Federated Sun ((which also split the Fed Com back into the Fed Suns and Lyran Commonwealth)), the portion of former Liao world's that the CC couldn't reclaim rebelled forming the Chaos March which was owned by nobody. During this time the Northwind Highlanders gave the Federated Suns the finger and declared themselves as free from the rule of any house.

The Highlanders then started to work for other powers, notably they took a contract from the Draconis Combine to fight the Smoke Jags.

Edited by Alexander Steel, 23 January 2015 - 10:42 AM.


#39 Joseph Mallan

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Posted 23 January 2015 - 11:06 AM

View PostAlexander Steel, on 23 January 2015 - 10:38 AM, said:

They didn't own a planet, they owned a star league warship production factory in the middle of the Jade Falcon Invasion zone, eventually they lost it as well.

Planet/planetoid/Factory They still owned a place to call home.

#40 Alexander Steel

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Posted 23 January 2015 - 02:59 PM

View PostJoseph Mallan, on 23 January 2015 - 11:06 AM, said:


Planet/planetoid/Factory They still owned a place to call home.


Sure they owned something that doesn't even show up on the map. However they were a hostile force to the Jade Falcons, and were in effect a "FedCom" unit since the 3010's ((first working almost exclusively for Steiner and then the FedCom when it merged)). My statement was showing a list of Mercs who owned planets under the banner of a faction, and took missions for somebody other than the Faction where their planet was held.

The Irregulars do not qualify for that, as the factory wasn't part of the Jade Falcon territory. Unlike say Outreach or Arc Royal. The Irregulars situation would be more like the situation with Twycross and Wolcott where IS forces claimed a planet inside of Clan Territory and used it as an assault force against the Clans.

Edited by Alexander Steel, 23 January 2015 - 03:01 PM.






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