Since FW/CW 1 the problem has been mercs jumping around without a penalty
To fix this, there needs to be a downside to the merc life, and it is the unemployment line.
The concept:
Great Houses issue contracts for the fight, but the houses only have so many generals to manage them and so much money allocated in the defense budget for mercs. Therefore it stands to reason that the IS could get to the point they could no longer accept any more merc contracts. This leaves the mercs with the choice of either: going loyalist [gasp!], accept a contract for the other side, or wait for a call to arms notification to pop up (Faction asking for immediate 1 time help). This discourages or even outright prevents mercs from hopping all over the place and making the population imbalanced.
How it would work (behind the scenes):
It doesn't sound that tough, PGI needs to monitor the overall active merc population numbers, and only allow one side (IS or Clan) to have ~60% of the active merc population* (see below). (number may need to be massaged to allow some movement, but you get the concept). This could be further detailed within clan/IS for internal IS/IS or Clan/clan conflicts if they ever come along (i.e. no single clan faction can have more than 30% of active clan mercs). The contract duration's act as a self regulating device, as contracts regularly expire and players are forced to switch sides, go loyalist, or be unemployed.
This would also have the added bonus of encouraging large merc units to break up. Say your unit wants to go clan, but the clans can only take on 150 more pilots. Well, too bad if your unit has 300 people in it, there isn't enough room. Maybe the numbers aren't even high enough to support a 400 member merc unit from existing on the inner sphere side because the merc active FW population is too low.
The entire idea came to me as my job is shifting back to business development, and seeking out contracts. Public agencies don't just hire an unlimited amount of people immediately, they have limits.
Thoughts? Areas to expand on the idea?
*edit2: Active merc population is defined as individuals who are mercs that have played a FW match within the last two weeks. For example, say there are 10,000 individual mercs that played FW in the last 2 weeks. This means there is a maximum of 6,000 merc pilot spots available for contract on either side of the conflict. This also means there are a total of 12,000 pilot contracts available, so there is always a contract available for a regular active FW player on one side. If they don't like the contract choices, they can still answer call to arms and become an active player without signing a contract. This will raise the cap. As new people play FW and switch from inactive to active status, the overall caps will raise and make room for them.
Edited by Big Tin Man, 18 January 2017 - 11:59 AM.