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Capital HQs and Hiring Halls


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#1 Will9761

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Posted 29 June 2012 - 07:49 PM

Capitals should serve as the as a faction's headquarters. They are used to help players understand the pros and cons of being in houses as well as current rulers and histories. Each heaquarters also have their own training courses that acts as a tutorial the game. Capital headquarters have factories that produce mechs for you based on your progress in the game, they will start from light mech(for novice players) to assault mechs(for elite players) just like in previous Mechwarrior games. Capital HQs also gives you specific missions for addition loyality loyalty points. You also have a Military Profile that tells your experience, loyalty points, etc and Military Personnel tells you other players who are with that house. As for a visual representation, the architecture can help with the house's atmosphere.

These are features that Capital HQs have:

Training
House Information
Factories
Military Profile
Military Personnel
House Missions

Based on what faction the player is from, they will star out on these planets:

Steiner players-Tharkad
Davion players-New Avalon
Kuritan players-Luthien
Marik players-Atreus
Liao Players-Sian
Free Rasalhague Republic-Rasalhague

Merc Corps players will start out on Galatea.

Hiring Halls have different features than Capital HQs:

Training
House Relations-Shows how each house their different views of you.
Contraband-Show smuggled mechs equipment you can buy.
Mercenary Porfolio-Shows you information and skills.
Freelancers-Show players in a Merc Corps faction who are not aligned in another Merc Corps.
Contract Database-Shows different contracts from different houses.

Edited by Will9761, 30 June 2012 - 06:50 AM.






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