Vlad Ward, on 21 January 2015 - 12:52 PM, said:
Because they kill things real goodly. That's it in a nutshell, really. Right now, plenty of extremely competent merc units are being treated like **** by smaller, less experienced, and/or less competitive faction units (not even talking about my own, Smoke Jags are pretty cool peeps overall). The end result, contrary to what seems to be the popular belief, is not a game where no one is willing to hire these mercs.
The end result is a game where the first faction willing to treat Mercs with respect and let them do their own thing will end up with an extreme excess of highly skilled, active players who will take planets for them all day, every day.
You say Mercs should be jockeying for favor with Factions. I say Factions should be scrambling to provide the most inclusive, welcoming environment for Mercs. It's not like Faction units are going to switch sides if they don't like the way things are going for them.
Only at that point the Faction units are not in control of the war their faction is fighting, is it? Take Davion as an example - if a merc unit is attacking Steiner and Steiner, in turn, is having to pull units off its Clan Wolf border to deal with them then Davions efforts to support the Steiner border against Clan Wolf is a loss. It doesn't matter how good or bad those mercs are; for Davion they are wasted resources. They are a detriment, not a benefit. In fact those Steiner units could be pulled off the Marik border, freeing more Marik units to attack Davion.
Doesn't matter how good or bad those mercs are. Merc units who don't stick to the plan are dead weight or worse. If the system works out like you're talking about where Factions are happy to pay Merc units to just show up and do their own thing... again, why have CW at all? Why not just put Invasion in as a game mode in group queue, because there's no actual 'war' going on. Just a bunch of pointless brawls for cbills.
A war between factions is, or at least should be, an intentional thing. One of the biggest issues with CW from the outset is PGIs decision that it should be a random 'Faction Deathmatch' environment. That's already bad and hamstrings most of what CW could/should be. I get why though, you don't want players defacto in charge of groups. However if you then nerf their ability to effectively self-manage and more or less enforce a complete deathmatch anarchy environment then you eliminate any point of faction loyalist units, or factions even. Just make it units in a random map playing random matches for cbill bonuses.
That's what it comes down to. If the power sits with the mercs then there is no 'Community Warfare'. It's Deathmatch with Super Ego Stroking Bonus Mode for the best merc units. It's certainly not factions fighting each other as factions in some sort of war environment. However if it's Faction Loyalist units in complete control of factions you get Gaming Uber Dictator Mode and you've got people trying to go all Napoleon. So the current system of having a general consensus of faction Loyalist and long-term trusted Merc units work out an overall strategy for the faction and in time enforced by having additional incentives to offer to useful, loyal and reliable merc units is the best option.
Alliances and closed fronts happen for a reason. When someone breaks that it mucks up the overall tactics of a faction. There is nothing a merc unit is going to add that offsets that. If PGI goes the Deathmatch mode with no means for Factions to actually function like Factions then, well, look forward to split queues and Elo eventually and CW being a gamemode update for existing queues. If PGI does decide to make CW about Faction on Faction warfare then expect merc units who disrupt their employers overall strategy to get less respect and command less value than those who integrate into the factions over all strategy and plan.