I've been encouraged by several people to post my idea here for new factions. Quite a few people right now feel that the current loyalty rewards system does not reward faction loyalty but in fact rewards faction hopping. There are many people upset about large units hopping factions frequently and general player imbalance among factions. We've come up with an idea that could fix all that.
We were thinking that there needs to be more distinction between loyalist players and contract players. There should be privileges and restrictions on both play styles, but always more incentive to stick with one faction. This could make the player attendance per faction easier to track and manage.
The idea was started by Prussian Havoc in the following thread:
http://mwomercs.com/...r/page__st__500
Prussian Havoc, on 07 February 2015 - 09:01 PM, said:
This isn't EVE, a good faith effort needs to be made by PGI to provide CW with as many BattleTech Trappings as is possible. Mercenary Corps Units should NOT be able to set themselves up as Factions-onto-themselves. Example - Merc-Contracts should be for one Front alone. House Kurita for example could let contracts for Mercs to fight Marik or for Mercs to fight Davion, but under one contract the Mercenary could NOT fight along BOTH fronts. It is one or the other and the Merc CDR had better make the best decision possible to keep his Unit as fully occupied with potential matches.
Only LOYALIST Units should be able to move across ALL fronts for a given faction.
This dynamic (1-Front vice all-fronts) would come to define MWO:CW. Given time and it being incorporated well prior to Launch, it would be accepted as a foundational aspect of Gameplay, with expectations shifting accordingly.
According to Lore Mercenary Corps Units were EMPLOYED in just such a manner... AND NOT given UNCONSTRAINED free reign within a factions boundaries to ATTACK WHOMEVER THEY PLEASE.
The more I think on it, it is just patently wrong for a MERCENARY to pick and chose whom to attack - Ally and Foe-alike in potential and equal danger according to the whims of a CONTRACTED force.
Yes, it should be hard-wired that a CONTRACT is for one front and one front alone.
Let there be this and other undergirding, structured relationships between categories of units - Loyalists, Mercenaries, Pirate, Bandit.
Now in Beta is the right and proper time to hash all this out.
Hopefully soon PGI will give evidence if we are going with COMPLETELY unconstrained BattleTech-like environment (on the order of EVE) or if BT Lore will give purpose and consequential structure to Factional interactions.
Either way, I intend to continue to buy Mech Packages and play MWO all the chances I get.
I and several others liked the idea and attempted to develop it, here is what we have so far:
REWARDING LOYALTY
- Rewards for loyalty are currently hardlined as one-time rewards for consecutive time fighting with a faction. We propose that in order to promote more faction loyalty, these rewards should be a per-match % bonus that increases over consecutive time with a faction, but is lost after switching to another faction. This would mean that if you want your per-match % bonus again, you have to start from scratch each time you faction hop. This would increase the benefits of loyalty and penalize defecting frequently.
- The hardlined one-time bonuses we have in game could stay, but should be more of a Community Warfare participation reward available throughout all factions. It's useful to get more people to play, but this way it won't promote faction hopping.
- Loyalty rewards could include limited access to faction decals (so long as you remain loyal), rare gifts of consumable modules for continued service, and access to brief Faction-specific sales on mechs, components, weapons, modules, etc., that change frequently over time.
- Steeper penalties for players/units that faction-hop frequently, such as temporary penalties to C-Bills and exp earned, and temporary steeper fines when defecting.
- People who want to play mercenary style and hop between factions should instead get their own Mercenary Factions. Merc units/players could join one of these factions with the idea being that they are 'sponsored' by that Merc faction. The no-brainer factions to add would be: Gray Death Legion, Northwind Highlanders, Kell Hounds, and Wolf's Dragoons.
- Merc factions do not own territory, they support the assaults and defenses of IS House factions. Merc factions are support groups for the Inner Sphere, so their tech would be IS-based only. Any territory gained by a Merc faction is for a main IS faction.
- Each of the four Merc factions would have different contracts w/ House factions. These contracts would change over time with some sort of algorithm based on each House faction's loyal player base. These contracts would each be restricted to an individual attack lane, instead of all possible war fronts of a house faction.
- Mercenaries will receive the faction insignia of the House faction that their Merc faction is currently fighting for, with a notable difference to distinguish mercenaries from loyalists (ie. discoloration, merc symbol in the corner, etc.). The insignia will change based on whenever the Merc faction changes contracts. (Wildstreak, Feb 11 2015)
As an example: A player is sponsored by Wolf's Dragoons. This month, Wolf's Dragoons have a contract with Steiner as the loyal player attendance in House Steiner is low compared to other factions. There are currently three contracts a Wolf's Dragoon can choose from: There is the option to support the Clan Invasion resistance, the objective is to take and hold planet x from Jade Falcon forces for 7 days. If the planet is secured by the end of the contract a C-Bill bonus of 4,000,000 will be paid. There is a second contract availabe, the objective being to support defense of planet y from Marik assault for 4 days. If successfully defended, a C-Bill bonus of 2,250,000 will be paid. The third available contract is to perform a deep-space raid into Davion territory with the goal of capturing planet z. Successful completion will pay a bonus of 750,000. Each contract lists statistics on how many Dragoons are signed to the contract, how many extra slots are available, and how much enemy resistance to expect. New contracts become available as old ones are filled/completed. Breaking a contract results in a C-Bill fine comparable to the weight of the contract.
SUPPORT FACTIONS PART TWO: AUXILIARY CLANS
- The Auxiliary Clans are the clanner's option to play mercenary style. Essentially a mirror version of IS Mercenaries, the available Auxiliary Clans would be something like: Clan Diamond Shark, Clan Nova Cat, and Clan Steel Viper.
- The Auxiliary Clans would also not own territory. They would support Clan offensives and defensives and their tech would be Clan-based. Any territory gained by them would be for the clan they are supporting.
- Each of the three Auxiliaries would provide contract support to low-attendance Clans in the same way that Mercs support IS Houses. These support contracts would also be restricted by individual attack lanes in the same manner.
- Auxiliaries will receive the faction insignia of the main Clan faction that their Auxiliary faction is currently fighting for, with a notable difference to distinguish auxiliaries from loyalists (ie. discoloration, auxiliary symbol in the corner, etc.). The insignia will change based on whenever the Aux faction changes contracts. (Wildstreak, Feb 11 2015)
- People who want to join a main IS faction or main Clan faction are restricted only to pledging loyalty. They cannot form contracts with the main faction, and as such would only be able to pay the high penalty for defecting.
- Mercenaries and Auxiliaries have the option for 7-day, 14-day, 30-day, and pledge of loyalty when joining. However, joining these factions would be restricted based on overall IS-vs-Clan player spread. If there was a surplus of IS players at the time you were joining a faction, you would have the option to join main Clans AND Auxiliaries, but you would only have option to join main Houses in the IS. Likewise, if there was a surplus of clanners, you would have option to join main Houses and Mercenaries, but only main Clans and not Auxiliaries in the Invasion.
- Both Mercenaries AND Auxiliaries would be available so long as the player balance IS-vs-Clan was more level.
Edited by Repasy, 12 February 2015 - 10:13 AM.