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Thoughts On A Revamped Mc/merc Contract Reward


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#1 naterist

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Posted 17 December 2016 - 04:49 AM

so, i was thinking for 4.2's merc reward system, to avoid mercs piling into one faction, we use this system for mercs instead.

instead of mercenaries being able to get planet tags and mc from it, make planet grabs a loyalist only domain. mercs instead are told how much mc theyd get at the end of a contract when they sign it, but theyre players need to play x amount of games to get the mc, which is paid at the end of the contract. then you can mess with mc payments for the mercs, and tie it to leaderboards.

so, give every mercenary a base payment of 1 mc. then multiply that one mc by 2 if the contract is with the faction that lost the last attack wave, and them multiply that by a number that is determined by the units rankings in the leaderboards. when the contract is up, every individual member of the unit who played the required number of matches is payed half of the mc from the above little word problem, and the other half is put directly into the unit coffers for the unit.

for increasing the likelyhood that units will spread to different factions, you would have to replace the current leaderboard sytem and have it give players a number value for their performance that combos several factors to create a unit score, and that score will have to be heavily influenced by who youve beaten or lost to. so a unit ranked 100 is going to see a much higher leaderboard jump from beating the unit in tenth place, then the unit in 14th place would get from beating the unit in 10th place. in this system though, there would have to be a cuttoff point, or thered be no point in being loyalist, so any unit that is in 100th place or higher (that 100 can be a different number, its just a starting point for discussions sake) wouldnt be paid in mc, and theyd get maybe a few million cbills, and down the line in decreasing amounts of cbills as the rank # goes higher.

this would encourage a new overarching, career based playstyle that i think pgi had hoped wed take in the original pitch, but tweaked. youd be much better off as a solo or new player starting off as a loyalist, because their rewards are better to start with, but once youve put together a loyalist unit, and your unit is high enough ranked on that leaderboard that you could get into the top 100 merc units, then itd be more beneficial for you to go merc, and thats when you break faction loyalty and continue fight, instead of for your faction as youve been doing from the get go. and if something happens, half your unit leaves and your rankings drop, you can go loyalist again to get those rewards while you rebuild and grow into a powerhouse unit again.

plus itd give people kind of a goal, and an overarching kind of career, in addidtion to fixing merc based imbalance.

Edited by naterist, 17 December 2016 - 04:51 AM.


#2 naterist

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Posted 18 December 2016 - 02:28 PM

is this a terrible idea?

if it is say so, otherwise ill probably be reposting it in response to other threads until someone starts screaming at me, cause i genuinely think thisll work for the population balance.

#3 Mike McSullivan

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Posted 18 December 2016 - 02:53 PM

I thought about this whole thing today, too.

why not make it so, that mercs get cbills, and loyalists get MC as reward?

#4 naterist

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Posted 18 December 2016 - 03:03 PM

thats not a bad idea, but i can see the big merc units just settleing in one faction together as loyalists, and all of a sudden we have what we have now with a different set of rewards. by tying the amount of mc per contract to leaderboard status and adding multiplyers based off the chosen factions recent w/l ratio, it gives an incentive for mercenaries to switch to a losing side. double mc if the faction your switching to lost the last tug of war is a hell of an incentive, and by paying half to the player half to the unit, and making the payments require a certain amount of play time once you DO switch, ensures that situations were a unit goes IS and half of the team doesnt play till they switch back are avoided. theres an incentive there, for both the individual and the unit.

#5 naterist

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Posted 18 December 2016 - 03:06 PM

and, by having the multipler only take into account who won the most recent tug of war, youll see a natural balancing as contracts come up and people switch around, because everyones contracts run out on different days, so natural balancing right there.

this only balances mercs btw, theres other balancing i believe needs to go on but theres a library's worth of text already written on that in the past couple days alone.

#6 Unendingmenace

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Posted 18 December 2016 - 11:12 PM

Great post. I like it! Some interesting ideas there that I definitely think are worth exploring.





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