Vlad Ward, on 28 January 2015 - 07:22 PM, said:
Except this is literally PGI's primary/only way to maintain some semblance of overall faction balance...(snip)...
In Beta, the #Market4Mercenaries and the binary levers of C-bills and Loyalty points are the ONLY ways for PGI to attempt to shift Mercenaries... But it simply isn't enough for PGI to work with
and in the end it doesn't work.
A base 1-week contract gives 50k C-bills per match win and a fully maxed contract bonus goves 100k C-bills... that is ONLY a difference of 50k C-bills when the match earning are easily 600k on average. A net 50k increase is simply not enough compensation to effectively shift the Mercenary Market more than 5 to 10% at most.
Let's look at some of the most successful Mercenary Units, the ones who "TAG" the most planets, they do NOT chase C-bills Bonuses and indeed spend less than 10% of their time in factions with maxed Contract Bonuses..
How many times has CI and MERCSTAR served in CJF and Liao?
INTERNAL AGENDAS move the Mercenary Market. Bonuses are simply a convenient smoke screen to be used when coming into a weakened Faction and pursue facets if INTERNAL AGENDAS, like tagging the most planets in a given contract term.
Now don't get me wrong, Factions and Units should have INTERNAL AGENDAS, but without controlling mechanisms (Constraints, Restraints, Consequences and Repurcussions) you end up with one Unit SUPPOSEDLY managing the Adminatration of 32 worlds across five Factions. That is simply wrong, no Unit could administer such a disparate collection of non-contiguous worlds, thus soon recouping the expected Planetsry Logistics Benefits from ANY Faction except the one Faction that Unit currently belongs too.
It is as simple as that.
Peter2000, on 29 January 2015 - 04:49 PM, said:
As a counter example: 228th. We experience the "queue freeze" effect as much as you guys. That's why we pushed so hard to open up a Ghost Bear front when things slow down...(snip)...Also, we aren't the strongest (and taking the lion's share of planets) because we have tons of numbers. There's a few CSJ perm-con units that have a larger, or at least similarly sized CW contingent as we do. We rarely have more than a single 12-man running CW, if that. We just literally win 99.9% of our matches, and tend to do it in about 15-20 minutes without rushing or cutting ...(snip)...
Game Changers.
Wolf's Dragoons was a MAJOR game-changer.
Northwind Highlanders was a lesser game-changer.
I contend that in your example 228 is as effective a game changer as these examples from Lore.
BUT when the Dragoons of Lore switched contracts, they did NOT retain bases, land, worlds within the Factions they left.
Quiaff?
Game Changers make MWO CW more authenticly BattleTech-like. Trying to justify a Unit being able to administer dozens of worlds across a half dozen Facions (thus being in-line for all those dozens of upcoming Planetary Logitics Benfits, just can not be done. A Unit's administrative operations are limited to just one Faction, thus only deriving benefits fromFaction-specific worlds.
I think this impact is largely because we are in a Beta that offers up ONLY TAGS as a stat to measure the martial prowess of Mercenary Units. We need more sabermetrics (
http://en.m.wikipedi...ki/Sabermetrics): and you offer up an excellent one - let there be not just a TAG Leaderboard, but PGI should offer up API data on:
Unit Overall Win %
Unit Attack Win %
Unit Defend Win %
Unit Counterattack Win%
Unit Hold a Win %
Aggregate Sector Preservations (winning a Defense or Hold Action)
Aggregate Sector Acquisitions (winning Attacks and Counterattacks)
A break down of Unit Action, is it really (25% Attacks / 25% Defends / 25% Counterattacks / 25% Hold Actions) or does a Unit manage its actions to get more Attacks/Counterattacks (GAINING SECTORS) or is a Unit famous for Defend/Holdings Actions (PRESERVING SECTORS)?
Just like we figured out the even/odd - Vault/Rift Mechanism, there is a very simple Mechanism to determine with vey high likelyihood just what type of match a Uit will get.
If Attackers greatly outnumber Defenders, the Atackers have the initiative thus all new matches are Attacks for the Attackers.
If Defenders greatly outnumber Attackers, the Attackers do NOT have the initiative thus all new matches are Hold actions for the Attacker. (Caveat here is that there needs to be enough sectors for the Attacker teams to actually Hold from within. Once all sectors the Attacker occupies are filled with a Hold, each additional match will of necessity be Attack missions.
When the Attacker and Defender Queues are fluctuating back and forth as to who had the most in their respective queues, there is no real initiative and it will come down to the instant of match culmination as to whether it is an Attack or Hold for the Attacker.
So while not perfect, the above is an excellent means by which a Unit can angle toward more SECTOR ACQUISITIONS or more SECTOR PRESERVATIONS.
BOTTOM LINE - is that currently Planet TAGs is a solitary measure of Unit martial prowess, we need more and better ways to distinguish between Units that excel across distinctive metrics. I also believe special contract benefits and bonuses should go to those Units in the TOP THIRD of certain metrics - SECTOR PRESERVATIONS and SECTOR ACQUISITIONS for two excellent examples that would better objectify a Unit's Value than simply TAGs that could be win with an attack of 200 "win counters" but then lost to another unit's defense of that world with only a dozen "win counters."
Edited by Prussian Havoc, 29 January 2015 - 07:08 PM.