Alexander Steel, on 08 February 2015 - 12:37 PM, said:
House units rarely had jumpships assigned to them and only them. What happened was when it came time to fight the logistics arm of the nation sent the jumpships to the units that needed them and moved them around...(snip)...
VERY definitive post (and quoting Lore too!), thank you for these incites.
One could only hope PGI takes increasing notice of such information as they continually refine the game so vey many of us find so very compelling!
Rouken, on 08 February 2015 - 11:56 AM, said:
I think this is the key. We need to be able to vote on the next set of worlds to be attacked, or give the algorithm some kind of direction. After that allow units to set up bounties on kills/wins on certain planets. At that point I would actually be ok with giving mercs more freedom to switch factions and work for the highest bidder. Ideally, placing a bounty on a planet should take money out of unit coffers (not directly paying the mercs, but rather to set up the bounty).
EXCELLENT ideas... I hope the PGI Moderators cull your contribution here for serious consideration in game refinement. Thank you.
The True Space Pope, on 08 February 2015 - 06:52 AM, said:
The Space Pope wonders if the game, especially CW as a mode, has the player numbers to allow locking Mercs in place in such a fashion without adversely affecting things like wait time/number of matches, etc.
When another game tried to implement a sort of "High Command" that decided who/when/what to attack it pretty much killed the population (WW2OL/Battleground Europe) because many people just did't find it fun to follow the orders of a some self-named general or expert tactician and the units/squads that kept the game alive simply quit when they were boxed in.
Beta is as Beta does.
NOTHING is in stone yet...
...other than there needs to be a viable means of monetization in order to keep PGI solvent. We ALL saw what happened to IGP's other game MechWarrior:Tactics.
Those serves have long been cold and $120 Legendary Founders like myself are out in the Canadian cold on that one.
But back on topic, gamers want a GOOD CW EXPERIENCE.
It is my opinion, and I may be alone in this (alone and naive!) but I do not want to game CW so much here in the Beta that my Faction has GAME-BREAKING freedoms or unrestrained, organizational power.
I WANT A CHALLENGING MW:O COMMUNITY WARFARE EXPERIENCE.
(and to a lesser degree, I want as much BattleTechiness as PGI can give me. MRBC, COM Guards Package, Second Star League and ilClan - Punitive Powers to control their respective Grand Alliances if a suitable group of Inner Sphere or Clan gamers/Units ever brought to Russ a proposition for a Star League / ilClan meeting a host of prerequisites. (Sry that is a pretty deep concept with far-reaching implication and I just don't have the time right now to go further into detail.)
And I believe others would also want an undergirding system of suitably "BattleTechiness" Checks and Balances that would give rise to the Organizational Dynamics necessary to realize a profoundly fun, engaging, profitable Community Warfare experience.
As always your comments would be greatly appreciated.