My question is:
"Are MercCorps the only groups that can strike border worlds, and are Faction units that only groups that can strike at Faction Worlds; whereas a Neutral player has the freedom of being involved in battles involving both Border and Faction worlds?"
The reason I ask this is that the segregation between border worlds being merc only and faction worlds being between factions only feels really artificial. It doesn't make sense to me that House units don't get to fight Merc units within the game's universe. If the segregation is there, I'm hoping that MercCorps with good loyalty to a Faction (think Kell Hounds & Federated Commonwealth) could strike at Faction Worlds of an opposing Faction (i.e.: House Kurita).
Next set of questions are:
"What motivated the choice of Summer 3049 for being the timeline's starting point for the game's launch? Why was 3025, 3035 or 3045 not enough? Why take the risk of setting it just on the eve of the Clan Invasion just after one year of having gone live?"
The jump from Inner Sphere only conflicts to the Clan Invasion seems a drastic one,
especially balance-wise. I, for one, am worried by it. I was actually hoping that with the previous 3025 timeline set that we wouldn't have to worry about the impact of clan tech - Inter-House warfare could've been a good enough focus point of a long time. During the Clan invasion, House warfare pretty much... died out.
Also...
"There is the distinction between the Faction player, the MercCorp player and the Lone Wolf player. Are these 'statuses' permanent, or can they be changed at whim?"
I could imagine it could get unsatisfying for a Lone Wolf to be stuck in Random Matches and not appear to make as much of a difference as someone in a MercCorp or Faction. I'm hoping people can choose to start as Lone Wolves, play the game and then be able to decide where they want to be rather than be pidgeon-holed on their initial choice.
I figure the same could go for MercCorp players transferring to Faction units, of Faction players leaving their House and then find employment at a MercCorp.
Last question:
"Assuming the Clan Invasion happens in 2013 and that Clan Factions will be playable, how have you Devs concepted so far the ideas of Border Worlds, Faction Worlds and Core Worlds in regard to Clanners? Core worlds could be a misnomer, considering the Clanners come from elsewhere. Since Clans don't like mercs and have none, how would the Faction/Border world distinction be made for them?"
As outlined in my above comments, I don't even like the Border/Faction world MercCorp/Faction unit segregation because it feels artificial. Clan units by contrast, if we could play them, likely wouldn't even make the distinctions themselves. It does make the present concept look a little 'iffy', if you'll pardon the word.
Edited by Kotori, 07 December 2011 - 08:06 PM.