Why do mercenaries function identical to Loyalists, with the added benefit of faction swapping? Oh wait, they don't get to vote....
Seriously though, why is the Mercenary career so much better than the other options. Freelancer is a joke and being a Loyalist pretty much puts you at the whims of the merc units. They get to play their game and the loyalists get what's left.
Yes, I get it, this is MWOmercs, but there has to be a better reason to justify this than that.
I'd like to see some steps taken to make loyalty matter, rather than just seeing mercs play pac-man on the map.
Remove loyalist units recruitment costs, and make mercs pay rearm and repair costs out of their own pocket.
If that's too harsh, mercs could receive a set amount of c-bills when signing a contract to offset this, and it could be adjusted based on population. It's not perfect, but it's a start.
I'd also be in favor of capping merc units. Yes, we would still get MS 1-3, but as more and more MS signed up for a faction, the C-Bills on the contract would go down, making refit costs hurt more.


Repair And Rearm Costs For Mercenaries
Started by Breidr, May 31 2016 07:26 AM
5 replies to this topic
#1
Posted 31 May 2016 - 07:26 AM
#2
Posted 31 May 2016 - 07:48 AM
As much as it is open for a real flame fest and the many players will simply rail against incurring any penalty on their CBills income: I actually agree with most of what you say, as long as it was only PART of a full logistical revamp to the whole game mode.
There has been many great ideas over the years that incorporated R'n'R alongside a raft of logistical and strategic concepts that would have actually made CW/FW/FP a worthwhile and deeply involving experience for those looking for more than peek-a-boo online with added choke points or ring-a-ring-a-roses with added dakka/laser vomit/lurmaggedon. However we have what we have and unfortunately the likelihood is that PGI will not re-engineer what they have built, I wish I was wrong but they have stated there will be no more major changes to the mode.
There has been many great ideas over the years that incorporated R'n'R alongside a raft of logistical and strategic concepts that would have actually made CW/FW/FP a worthwhile and deeply involving experience for those looking for more than peek-a-boo online with added choke points or ring-a-ring-a-roses with added dakka/laser vomit/lurmaggedon. However we have what we have and unfortunately the likelihood is that PGI will not re-engineer what they have built, I wish I was wrong but they have stated there will be no more major changes to the mode.
#3
Posted 31 May 2016 - 09:23 AM
I completely agree with Bridger I've been echoing some of your talking points for months. As loyalists our respective governments should be paying for RM/ re arming fee for our mechs because we are an extention of their military. Right now people fear these maurading warbands of mercs more than they fear these actually factions which are not in the spirit of the game. Whole reason I stayed loyalist was do to the friendships I made on my factions hub. I agree there is really piss poor reasons to stay loyalist in the current world meta.
#4
Posted 31 May 2016 - 12:21 PM
Piss poor reason, meaning no reason at all beyond rank which only gets you more game currency. Nothing really useful.
They dropped the ball on faction ranks hard core.
They dropped the ball on faction ranks hard core.
#5
Posted 31 May 2016 - 12:51 PM
Just think of it this way, the Mercs are smart enough to include their rearming and repair cost's in their contract with the houses so that they are treated like a house unit for the duration of their contract. Oh and yes there is "Lore" to support that as well since the spirit aspect (which is so open to all interpetations) was brought up in a post in this thread.
Edited by Leggin Ho, 31 May 2016 - 12:53 PM.
#6
Posted 31 May 2016 - 01:10 PM
You want repair and rearm costs to effect Mercs, tie that cost to their performance. Make the unit pay for the R&R and implement some kind of logistics to move your mechs from planet to planet. Make a unit pay to move those mechs to the next planet by having to buy Jumpships and Dropships. That will decrease unit size as larger units find it harder to move the masses all over the place.
Give House units free R&R and free movement. With enough rank, in their faction, allow them faster travel to move those mechs.
Give House units free R&R and free movement. With enough rank, in their faction, allow them faster travel to move those mechs.
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