Mercs Vs Loyalist Rewards
#1
Posted 04 May 2016 - 05:52 AM
By introducing a new rewards path for mercs while maintaining the status quo for loyalists (keeping in mind that prior to P3 mercs were also benefiting from the loyalist rewards path) all that was done is to introduce a mechanism that was designed to encourage everyone who wasn't already a Merc to become one. I assume that was intended, but why? Why do we want to encourage "faction play" to be about mercenary units rather than factions? Am I missing something here?
#2
Posted 04 May 2016 - 08:52 AM
#3
Posted 04 May 2016 - 09:31 AM
Issues:
-New rewards for mercs. No new rewards for loyalist. If you've already maxed a loyalist tier too bad. If you hopped around like a bunny grabbing the mechbays that pop up early in the loyalist tiers. Good bunny. Here is a new tier for you!
-GXP. The 90-k GXP at the last two tiers really does not make much sense. But they time you get here you should have enough GXP to have unlocked all of your side (IS or Clan) modules.
-C-bills. Mercenaries get paid more for fighting than your own troops do. It is there is the definition of 'mercenary'. But the Merc tier offers barely 2/3 the c-bills the loyalists get
-Cockpit items. Loyalists get (largely) a bunch of arbitrary cockpit items. Faction content (cockpit items, colors, patterns, decals when they come out) make so much more sense, and separate the, say, Liao Loyalists from the Wolves.
#4
Posted 04 May 2016 - 11:17 AM
This isn't a breach of the code of conduct, because no names are being offered here, even though naming the very large Merc group wouldn't be a violation either, unless they want to start bending the CoC rules pretty hard.
This has been done. Defense matches suspiciously lost by the same 4-man scouting and 12-invasion teams when dropping on another faction's defense planet, but then go on to be very successful with their A-game when they drop in their current factions invasions and scouting.
Mercs are the detriment to any faction warefare, when they can sabotage so easily with little penalty in playing both sides. In reality, mercs are used for all kinds of warfare, but mercs tend to have a short lifespan when they are found out to work for 2 opposing nations.
#5
Posted 04 May 2016 - 11:35 AM
For a completely new FP player, the loyalist path is the most profitable. There are 20 ranks to the merc's 10, and the individual ranks have more rewards. That matters less to the experienced crowd who do get hosed by the change. I think it may have been more fair to start everyone at 0 withe the new rewards (which is essentially what they did for mercs).
#6
Posted 04 May 2016 - 11:38 AM
Edited by Deathlike, 04 May 2016 - 11:38 AM.
#7
Posted 04 May 2016 - 01:54 PM
Bud Crue, on 04 May 2016 - 05:52 AM, said:
By introducing a new rewards path for mercs while maintaining the status quo for loyalists (keeping in mind that prior to P3 mercs were also benefiting from the loyalist rewards path) all that was done is to introduce a mechanism that was designed to encourage everyone who wasn't already a Merc to become one. I assume that was intended, but why? Why do we want to encourage "faction play" to be about mercenary units rather than factions? Am I missing something here?
You haven't noticed that mercs get half the rank rewards for the same amount of time spent?
#8
Posted 04 May 2016 - 01:59 PM
Satan n stuff, on 04 May 2016 - 01:54 PM, said:
While true, Merc units in previous phases would just get LP bonuses like everyone else (not to the same degree), but reaching Rank 20 in a faction there was still achievable (assuming you stayed long enough in a faction). The difference now is that they get another set of rewards (unaffected by any LP rewards of course) while Loyalists... well, get nothing new.
Edited by Deathlike, 04 May 2016 - 02:00 PM.
#9
Posted 04 May 2016 - 03:10 PM
*if P3 suddenly attracts lots of new players then obviously this analysis doesn't hold up as well but still it does screw veteran players who were/remain loyalist for no good reason.
#10
Posted 04 May 2016 - 03:16 PM
For new players, they may not get flashy banners, cockpit items and such but they are getting the same 'monetary' based rewards.
#11
Posted 04 May 2016 - 03:38 PM
So why do loyalists get 50% more c-bills?
#12
Posted 04 May 2016 - 04:53 PM
Kael Posavatz, on 04 May 2016 - 03:38 PM, said:
So why do loyalists get 50% more c-bills?
Uh, they don't. As far as I know (unless something changed via the last hot fix or something) Loyalists get base mission amount and nothing more.
http://mwomercs.com/...-2016/#loyalist
Did something change?
#13
Posted 04 May 2016 - 07:04 PM
eg. So and so merc unit wants to join Davion under contract, then the units in Davion vote if they accept the merc unit. If less then 50% vote yes, the merc unit has to try another faction. If no faction accepts them, then they become free lancers because they have no contract.
#14
Posted 05 May 2016 - 06:51 AM
Hang Jebat, on 04 May 2016 - 07:04 PM, said:
eg. So and so merc unit wants to join Davion under contract, then the units in Davion vote if they accept the merc unit. If less then 50% vote yes, the merc unit has to try another faction. If no faction accepts them, then they become free lancers because they have no contract.
Yes, its a nice idea to put the factions in control of faction play. But, for good or ill, mercs are the core of the FP game now and as far as I can tell will always be. Restricting mercs to the whims of such a voting scheme would produce howls of indignation that I can't even imagine. Nope in this game, mercs rule the game with the factions acting as mere theaters of operation. The loyalists exist just to give the mercs a bit less of a wait in the queue.
#16
Posted 05 May 2016 - 07:45 AM
Edited by Feral Goose, 05 May 2016 - 07:45 AM.
#17
Posted 05 May 2016 - 09:51 AM
Mercs are contracted to a faction, aka "working" for the faction to achieve that faction's goals, which in this case is planetary defense and offence. The planets they take or defend should go to the faction and not the merc unit. Either have no tag on the planet when taken/defended or have it tagged by the most dropped loyalist unit.
#18
Posted 05 May 2016 - 09:56 AM
Hang Jebat, on 05 May 2016 - 09:51 AM, said:
Mercs are contracted to a faction, aka "working" for the faction to achieve that faction's goals, which in this case is planetary defense and offence. The planets they take or defend should go to the faction and not the merc unit. Either have no tag on the planet when taken/defended or have it tagged by the most dropped loyalist unit.
See previous discussions of this topic here:
http://mwomercs.com/...for-merc-units/
I think that thread should give you a fair indication of how this sort of thing would go over. Too complex or just not enough motivation from PGI to institute. Not sure, but P3 gave them the opportunity to address it, and they didn't. Can't see that changing any time soon.
Edited by Bud Crue, 05 May 2016 - 09:58 AM.
#19
Posted 05 May 2016 - 10:28 AM
I also think that Loyalist rank should act as a vote multiplier. The more invested you are in fighting for your faction, the more say you should have on who you attack.
#20
Posted 05 May 2016 - 11:09 AM
Also, before everybody goes all anti-merc, you might take the time to realize that many of the mercs who participate in this game have been in their units long before this version of mechwarrior came along, and they also happen to be one of the largest and most stable sources of constant revenue for PGI. They carry the entire company.
Drive them away and watch what happens to PGI and MWO.
So be careful what you wish for, you just might get it.
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