If You Want To Break Up Large Merc Units
#1
Posted 01 August 2016 - 12:40 PM
Also, add in some fees to move mechs around from planet to planet. Jumpships dont ferry people around for free. Allow Merc units to buy drop and jump ships to lower the cost of moving their people around. Again, House Loyal units dont have to pay for this as their Houses normally own dropships.
Just seems like there are some Lore solutions to our in game problems, that also increase the immersion of Battle Tech and not just gundam stompy robots.
#2
Posted 01 August 2016 - 12:51 PM
And you got yourself a deal.
#3
Posted 01 August 2016 - 01:53 PM
(I use the F15E strike eagle for example the cost to field that weapon system is enormous)
only a major house with its huge economic power could field a standing army of Mechs
also in the MWO universe Merc's should not be the most powerful force in the game they should be there to fill a gap in lesser houses
so a lack of foresight and vision of what FW should be is something PGI should work on
CW/FW needs work but PGI needs to say what there vision for the game mode is going to be
#4
Posted 01 August 2016 - 02:05 PM
In this case of give/take - Merc gets to use any mech they have in their mech lab. But they can only repair the mechs that are of the same faction as they are contracted. A non-faction based mech will be given a cooldown timer to reflect a mech being repaired. Player can use cbills / MC to quicken the timer. Also use Unit coffers to cover repairs.
In the case of Clan vs IS tech. Clan mechs can only be repaired by Clan factions, and IS mechs can only be repaired by IS factions.
#5
Posted 01 August 2016 - 03:55 PM
This would give incentive to using a particular tech type while not completely removing the players choice, something that most players dislike intensely.
#6
Posted 01 August 2016 - 04:42 PM
#7
Posted 01 August 2016 - 05:45 PM
Baulven, on 01 August 2016 - 04:42 PM, said:
Let loyalist ranks reset after hitting rank 20 and let them keep the title earned at 20. Means loyalists can keep earning without feeling they need to switch faction to gain further rewards.
#8
Posted 01 August 2016 - 05:57 PM
Davegt27, on 01 August 2016 - 01:53 PM, said:
(I use the F15E strike eagle for example the cost to field that weapon system is enormous)
Some of the 'mechs are 100s of years old. It would be more akin to owning and operating P-51 Mustangs today. Private citizens can and do own those.
Davegt27, on 01 August 2016 - 01:53 PM, said:
An Army of 'mechs, true. But mercenaries and units can field a ragtag battalion's worth of 'mechs. But MW:O is already Pokemech, so that cat is out of the bag.
Davegt27, on 01 August 2016 - 01:53 PM, said:
...and Major Houses, and ComStar, and large corporations....
Davegt27, on 01 August 2016 - 01:53 PM, said:
CW/FW needs work but PGI needs to say what there vision for the game mode is going to be
Agreed
#9
Posted 01 August 2016 - 06:36 PM
xX PUG Xx, on 01 August 2016 - 03:55 PM, said:
This would give incentive to using a particular tech type while not completely removing the players choice, something that most players dislike intensely.
This is a FANTASTIC idea!
#10
Posted 01 August 2016 - 08:34 PM
#11
Posted 02 August 2016 - 03:38 AM
#12
Posted 02 August 2016 - 03:47 AM
#13
Posted 02 August 2016 - 04:13 AM
Why do folks want me to play just one faction?
#14
Posted 02 August 2016 - 04:17 AM
L A V A, on 02 August 2016 - 04:13 AM, said:
Why do folks want me to play just one faction?
If PGI gave us 2 pilots per account (one Clan, one I.S.) that would solve that problem, and ensure that the population is equal on both sides.
#15
Posted 02 August 2016 - 04:37 AM
If there were 3 million playing the game, possibly.
But given the player base, this vision of galactic war just doesn't work and never stood a chance.
I would say they need to focus on famous battles or scenarios in which everyone is given a choice on what side to play. There should be no penalties for changing loyalties. Bonuses should pile up for the side with the least players. Once folks have picked their side, if the sides are still too unequal, offer even more bonuses to swap. Once you have things fairly equal, let the battle begin.
Then you end up with hundreds of players all dropping on the same planet and you remove one of the biggest problems of FW... waiting in the queue.
Now add in some mechanic to include quick play maps as the primary game mode until one side or the other gets to the 50% conquered mark and they you use the choke point base maps to represent a losing sides retreat into fixed defenses.
Sometimes I think folks just try to overthink the problems with FW. Make it like a real war and then folks will play.
#16
Posted 02 August 2016 - 03:04 PM
You think that with the 200 people in 228th, where our unit has hundreds upon millions of C-Bills in our coffers, that we can't pay for everything with the 50-60 odd players who actually do play Faction Play? Give me a break, the amount of grasping for straws by this community is absolutely astounding. Stop trying to make us into the villains and either drag your populations back into the queue and start winning, or stop complaining and don't play. One way or another, mercs don't care what you arrogant loyalists think, there are significant advantages for better rewards from loyalists than there are for mercs right now, but I guess you have to actually do better than mercs in order to win the planets, and be willing to defend them as well in order to get that MC. Once our contracts go, so do our planets.
Hotthedd, on 02 August 2016 - 04:17 AM, said:
If you want to balance factions, you put a cap on active players per faction and tell everyone else to suck it up and go elsewhere. In other words, if your players aren't dropping in FP with any frequency, your unit members wouldn't count against the cap.
#17
Posted 02 August 2016 - 03:05 PM
Davegt27, on 01 August 2016 - 01:53 PM, said:
(I use the F15E strike eagle for example the cost to field that weapon system is enormous)
only a major house with its huge economic power could field a standing army of Mechs
also in the MWO universe Merc's should not be the most powerful force in the game they should be there to fill a gap in lesser houses
so a lack of foresight and vision of what FW should be is something PGI should work on
CW/FW needs work but PGI needs to say what there vision for the game mode is going to be
Hmmmm http://www.sarna.net/wiki/Brigand
#18
Posted 02 August 2016 - 03:09 PM
Quote
Who's talking about breaking up large merc units? Who's demanding it?
...the only people who want to break up large merc units are people who are not large merc units. I have yet to hear one single legitimate reason to break up large merc units. All of the reasons I've ever heard include jealousy or butthurt.
Edited by PoorDecisions, 02 August 2016 - 03:10 PM.
#19
Posted 02 August 2016 - 04:22 PM
L A V A, on 02 August 2016 - 04:13 AM, said:
Because in the early years of the Clan Invasion, the IS didn't have any Clan mechs. This game is based off of the Battletech Universe and while it sways from lore often, it tries to follow lore where it can.
#20
Posted 02 August 2016 - 08:24 PM
Quote
A standardized design rather than a FrankenMech, the Brigand is produced in enough quantities to be considered mass production. Apart from using locally produced armor, almost the entirety of the Brigand is constructed from contraband components either stolen or purchased on the Black Market by the pirates.[1]
The original "CEO" and driving force behind the facility was "Lady Death" Trevalline, with most intelligence agencies assuming that the Word of Blake at least offered some support to the endeavor as part of their destabilizing efforts across the Inner Sphere. This line of thought has been questioned as the "factory" has continued production even during the Blakist's collapse towards the end of the Jihad and the demise of "Lady Death", with either Vengeance Incorporated merely using stockpiled supplies or an indication of some other as yet unknown source of support.[1]
By mid-3081 intelligence agencies were receiving disturbing reports that Vengeance Incorporated was not only producing a new variant of the Brigand, but also that quantities of Hunter tanks equipped with MML systems and Vedette with Light Autocannon were also being manufactured,[2] despite the Tortuga Dominions being embroiled in an internal power struggle following the death of "Lady Death" Trevalline and the downfall of her personal command, the Death's Consorts.[3] An invasion of Tortuga Prime by the Filtvelt Coalition also found that Vengeance Incorporated was producing Pegasus, Drillson, and Condor hovertanks, as well as Bulldog, Manticore, and Demolisher tanks.[4]
vengeance incorporated is the maker
but we would slowly devolve into an argument about one off Mechs and exceptions to the rule of thumb
I was trying to not right a book
for example Battle tech seems to emulate the nationalism of the 19th and 20th century
and under that umbrella the major houses have most of the economic power and territorial influence
going along with that concept Mercs are smaller units using assets taken that are commonly available
don't get me wrong my unit the Flying Sharks is taken from the 75th of the Merc unit called AVG aka Flying Tigers
that unit/wing was one of the best equipped Merc units in history (yeah P40)
anyway my goal is not to destroy big merc units since I want mercs to even have there own planet but I want to point out
that logically big merc units should not be the dominate factor in the game
to summarize PGI needs to spell out there vision and goal for FW/CW
single units are exploiting FW making it hard to balance the game mode and preventing long term life of FW
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