Honiara, on 24 July 2016 - 12:22 PM, said:
Below are some suggestions that would improve the game mode, and bring something more than a longer version of quick play (you can spin FW any way you like, it's just a 4 mech drop deck version of QP with bad maps)
4. Mercenary's they cost money, who's paying them? the Loyalists for a House/Clan should have an input on who they hire, therefore mercenaries go where they are paid not where they want to go, after all they are mercenaries and that's what they do. The payment for these mercenaries can come from the house/clan home-world so no player unit pays the costs. The further back a house/clan gets pushed towards its home-world the more money the home-would would invest in mercenary hires and the more it is willing to pay out for a win, and visa-versa the more planets a clan/house owns the less investment the home-would would be willing to make . Mercenary contracts would not be time based by money based, therefore if Jade Falcon offered 500 million C-bills for a contract the money per game is handed out to the wining Merc unit, once the money has ran dry then the contract expires.
Each house/clan would have a maximum it can spend on mercenaries, and if too many mercenaries are hired then the unpaid mercenaries loose their contract and are back on the free market. Each mercenary unit should have a MRBC rating (based on win/loss and KDR) and the higher the rating the more they cost, Merc units should also cost more for each active FW (therefore units that have 50 members and only 5 active FW members do not get punished) member they have. e.g -MS- would cost the most as its the biggest Merc unit. In the current IS map Jade Falcon would have to let -MS- go due to the range/sprawl of their territory and the amount of money willing to be spend on Mercs. This would force -MS- to move and they could be hired by Ghost Bear who would pay them allot more, -MS- should only be able to choose where they go based on the offers from houses/clans available to them, they are Mercenaries after all. If -MS- don't like it, they they can become Loyalists. If no house/clan could afford -MS- then the unit would have to split up into smaller units, again because mercenaries are only loyal to money.
And now I do not have to post my ideas on Mercenaries. You nailed it. What you wrote is almost verbatim what I had planned to add concerning the hiring and use of Mercenaries. Your ideas on Mercenary payment, Mercenary unit worth, Mercenary quota limits and contract details are spot on in my opinion.
I would also like to see Loyalist alliances added to MWO. This would allow Clans to contract with one another, as in lore and supplement their forces with those of an allied Clan. They would then share conquered territories or resources with that contracted unit. This would open the door to adding additional Clans such as Clan Nova Cat, Clan Diamond Shark and others (Clan Hell's Horse for example) to the fray without the necessity of adding more factions.
I really hope we get some depth added to this game via some of the suggestions players have made in this thread.