he first thing bryan points out is the three lives merc loyalist, and lone wolf
-loyalist pledge themselves to a faction or house. The house was not added just to a faction.
-gains prestige by earning loyalty points and ranking up. That's in the game, and is probably a personal satisfaction but can be fleshed out more or not, the rewards are still sweet
-the unit life,employed by a merc corp, what they did not keep was the group contracts, that was never added. just the ability to make a unit
-Contract system was changed a bit. skirmish scrapped, bounty contracts scrapped. this were supposed to be player created contracts.
next is loyalty points which are in the game. "unlocks content" but that is only c-bills, and some items and MC. needs to incorporate more things like decals and such but its in game so the system is there.
Faction units structure-there is no developer created organized npc factions which to gain access to. Rather they just opted to let people create units and tie them to a faction. Awarded unit designation, that can include things like warrior point 1 and star commander or galaxy commander, I would assume, the ability to assign the rank given by faction through loyalty. No colors,patterns or exclusive content. You do get penalized for leaving a faction I believe, you keep all ranks, and it was linked to achievements and loyalty points which i already covered
Mercenary unit structure player created, have to invite members, I am guessing owning common assets are planets? maybe coffers? i don't think this was fleshed well but implementation got rid of some things. own ranks, companies and the such, I don't know if that was added, I was never a unit leader. I think the ability of the leader to assign specifics to its members is obvious. one thing is that the ability to select who bids on contracts was not added. Upgrading bases was something that was never introduced. Owning a planet with base, yea but reinforcing it and other logistical stuff was not introduced.
ever single match that is played affects the Inner sphere. so the MM would matches houses against each other or factions fight against each other. In a separate que, and the mercenaries would participate in planetary battles. It would take days to get to planet. That idea was scrapped. Planetary assault minus the unit logistics and what a mess that would have been remained a feature. Instead of the idea of Factions fighting in qued matches, players would drop players on planet and fight for territory.
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Faction warfare- each win contributes the planet being taken, we obviously know how that works. It was stated that it would take 100% to flip a planet, but that was reduced. The idea of fronts was changed to just just flipping planets. Planet bonuses were not introduced, except for C bills and MC. The casual player was excluded from influencing FW from another que and a certain number of planets to flip a front was changed to just taking a planet. The idea of mercs needed the fronts to flip to gain contracts was scrapped.
What is at stake- Global bonuses? there are none, access to cheapest prices? that was scrapped. The idea of economics was not fleshed out
CW economics- NONE there was no need since you can acquire everything in the store, Although this leads me to believe that the game they had in mind was not like the one they have now.
the end list three things Phase 1 association, which was introduced, concept of being in a unit. phase 2 was scrapped pugs don't affect the I.S and rightfully shouldn't. He mentions map voting and drop ship of 4 mechs was retained, phase 3 was assault and the capture of planets.
and of course FW was delayed. some stuff made it, others did not. Some ideas such as letting every match affect the I.S were doomed from the beginning.
Edited by BLOOD WOLF, 05 November 2016 - 06:30 PM.