Von Blumen, on 16 February 2015 - 10:09 PM, said:
While I agree with you that mercs need to be "put on a leash" so to speak, there are some things that need to be "fixed" simply from a player standpoint:
- Merc units should operate via contracts.
They do. The contracts however are broad in nature and not lucrative enough. Mercs should have the option to pick a clan/IS faction, and then pick a front to fight on. This will bind them to where they are needed to be. If no fighting is occurring on the front that they have contracted, then they still have the option to fight on the other fronts, but they will not gain any bonuses as this is "extra" work, not contracted work. They will however gain any planetary bonuses from planets that they conquer. Bonuses should be given to fronts not well defended and percentage boosts should come into play the longer the merc unit stays with the faction. Hopefully planetary bonuses also come in once we are out of Beta. If a merc unit leaves a faction, then they forfeit all bonuses/planets gained. (planet stays in faction, just reverts back to "neutral" merc unit stays in planetary history.)
That seems more like How Mercs should be and unless they are Granted a planet (like Davion did for Wolfs Dragoons by giving them OutReach.) I dont think any planet should have Merc Tags solely
*snip from Sarna* Quite a few among the vast number of mercenaries stand out, owing to their special history, outlook or connections. The
Eridani Light Horse, for example, is one of those that take pride in being a remnant from the
SLDF. Others, like
Wolf's Dragoons or
Snord's Irregulars, have their own agenda besides their mercenary business. Some units such as the
Kell Hounds are not truly independent, but are affiliated with one particular House or faction; others are tied to a specific landhold or planet, like the
Northwind Highlanders
Some mercenary forces are mutinous regular forces who abandoned their original masters; examples include the
21st Centauri Lanciers and
Hansen's Roughriders. Conversely, others are tied to a single employer through long-time contracts, and occasionally become regular forces of that employer, like
McCarron's Armored Cavalry and
Team Banzai. *end snip*
Von Blumen, on 16 February 2015 - 10:09 PM, said:
- Merc units can get a contract from a House unit (i.e. "permanent" and possibly even "long-term") only.
No, they should be able to move freely, just have greater consequences for constant movement (outlined above...ie loss of bonuses). Perhaps even a tonnage restriction for the first few days of fighting with a new faction, which gradually lightens to operational standards after a one week contract. Maybe even the loss of all loyalty points for that faction, switching from Clan to IS or vise versa, switching to a rival faction. All bonuses received would remain, but rank and titles would be lost, meaning that if you left a Clan and went IS, you lose all loyalty points in the clan and would have to grind it out again (bonuses would not repeat). This would come in handy if some faction related bonuses are put in game (dropping with lore units, special faction camo, etc...)
Traditionally Mercs have one loyalty and one loyalty only; The Merc Outfit theyre in. Mercs are in it for the Money and there-fore shouldnt get Loyalty points, UNLESS like its stated in the snip from Sarna and they get taken on as Regular Forces and are Mercenaries in name only.
Von Blumen, on 16 February 2015 - 10:09 PM, said:
- Merc units can have only one contract at any given time.
They do now, this will not change. Once a contract is up, they should be free to move or stay. If systems like the ones outlined above and in so many other posts, are actually implemented in game, I wouldn't mind if merc contracts are up every week (say every Monday) and the unit needs to chose if they stay (increase faction bonuses) or leave (lose faction and planetary bonuses)
They can have as many contracts as they want but being able to fulfill the Terms of the Contract, negotiated by Merc and Employer, is another matter. As someone else pointed out the URL says it all for ALL of us; MWOMercs. Granted things change if your a Clanner but that will be left out of my reply for now.
Von Blumen, on 16 February 2015 - 10:09 PM, said:
- Merc and House units should perform their own negotiations on how much the latter will pay the former.
No, players should never have control over other players. Maybe a bounty system for mercs (hunt this unit or this player) but all contracts should remain in "NPC" or dev hands.
I can tentatively agree with that but until the Devs take an active hand as portraying the Houses directly things get too fluid for a NPC to direct Mercs, NPC's have if/then statements that govern what they do and so are linear in 'thinking'.
Von Blumen, on 16 February 2015 - 10:09 PM, said:
- All c-bill earnings generated by Merc actions go to the House unit. How much of that goes to the mercs depends on the terms of the contract.
Mercs should earn more cbills than loyalists and they should keep every last one. Loyalists should earn more LP then mercs and loyalist units should only have access to the last 5 ranks in a faction (if the mercs get a faction of their own, this would eliminate the need to "cap" merc loyalty. If mercs do get their own faction, then LP should be earned by the fights they are in, and still be earned at a slightly slower rate, to counter balance their higher income of cbills).
Mercs get no LP or any of the perks that come with it, they arent there for Loyalty they are there for the money only PERIOD. If they want LP they become Regular forces and are Mercs in name only. If they get their own Faction they dont get any of the House's goodies they get their own 'flavored' with a reference to the other factions to denote the differences.
Von Blumen, on 16 February 2015 - 10:09 PM, said:
- Either party has the right to cancel a contract at any time.
Mercs should be able to cancel whenever they want. Loyalists should be able to rank merc units only. Players should never have control or power over other units/players. A ranking system though would let factions know what they are getting. Yes trolls can take advantage of this system as well, but if a unit performs well, I am sure that for every troll there would be 2 positive reviews.
Whole Units of Trolls will appear does 'SQUAWK!' bring anything to mind? How about KORE Im sure some of y'all remember getting pissed of by us on MSN Zone and showing up to fight us (which is what we wanted anyways, but garbage attracts more flys than honey to put things in perspective). The best way to stop Trolls? Having absolutely nothing to do with them, yes they might hurt you a tad by ignoring them but in the reality of things unless they show up at your house the only thing being affected is your E-Peen.