sycocys, on 06 January 2016 - 10:54 AM, said:
Could also just go the lore route - mercs can't fight for clans.
You want to use your clan mechs in CW, you need to be a clan loyalist unit.
This would limit player options, and as much as I have disagreed (and agreed) with Armando, I have to agree with him that limiting tech by faction, and then restricting the access to those factions would be a bad idea overall.
Overall, it isn't any issue with population disparities between clan and IS, or even units/groups of players being able to switch between the two factions/techs. The problem is how much influence some mercs (and I specify some, as it really are only a select few) seem to have in CW as a whole. When one of those influential merc groups changes a faction, you can tell within days, if not within that day.
Then again, I don't think it's any fault of those specific merc units. Let them remain influential on the map. Let them continue to change factions. Let them even continue to be large groups. However, they shouldn't dictate where they are going to fight within that faction. That power honestly should be held by the Loyalists, who are conducting their faction's war efforts. An employee doesn't walk up to their employer and tell their employer what they are going to do, regardless of what their employer tells them to do.
sycocys, on 06 January 2016 - 11:16 AM, said:
Another possible option - the larger your unit the longer your minimum contract time combined with much higher penalties for breaking contracts based on your size.
under 50 - 30 day minimum
50-100 - 45 day minimum
100-150 - 80 day minumum (starting to get big, start ramping up the length and penalties more from this point)
150-200 - 100 day
200-250 - 150 day
250-300 - 200 day
300+ - 300 day
Penalties start at what we have now 1 mil per and 3 days off, ramp it up to 25 mil per and 14+ days off for breaking early. During penalty time off without a faction they can only drop as solo lone wolves until their unit is able to accept a new contract.
Something like this would go a very long way towards stabilizing the CW population, combine that with some sort of large unit/combined unit numbers caps per faction to force some amount of spread and balance between the faction areas.
Larger units already pay a larger fine for breaking a contract, as they pay for a contract break for each member in their unit, as they all are breaking their contract.
However, longer break times (and for the record, during the break penalty of time you remain with the faction you were with. Consider it like a "two weeks notice") might be good for more people within a unit. This would slow down their transfer times.
On that note though, I think your minimum days for the penalty/contract times I think are a little... crazy... 1 Day per player in the unit is a bit much... don't you think? I mean, a unit of 300+ having to remain in a contract for 300 days (or if it's the penalty time for breaking a contract, remain (by your terminology) out of any faction for 300 days)? That seems a might bit long...