PLAYER ROLES
LOYALISTS:
Can either be Solo or in a Unit.
Loyal to their faction
Can only fight for their sworn Faction and its allies.
Handles votes to determine planetary assaults
Reputation gains are increased
Cbills gains are based on reputation rank (rank 20 will make more than a rank 1) but are lower than Mercenary pay
House/Clan based Mechs repair/refit faster and cheaper than non-House/Clan based Mechs
Players can use reputation to cover repair/refit expenses or cbills or MC.
Breaking loyalty will reduce reputation gain. Must undergo a 5-match probation period before receiving full benefits.
MERCENARIES:
Must be in a Unit.
Must sign a Faction Contract.
Can only fight for their contracted Faction and its allies
Fighting for the highest bidder, does not vote (7 day contracts)
MRBC reputation gain stays normal
Cbills gains and bonuses are increased and are based on reputation rank
Repair/Refit costs and timers are increased
Players can use reputation to cover repair/refit expenses or cbills or MC.
Breaking of contracts are met with severe penalties. Reduction in contract bonus.
FREELANCERS:
Cannot be in a Unit.
No Faction Contract or allegiance is required.
Can only drop into matches by accepting an Urgent Call To Arms
Receives only standard cbill gains
Does not receive Faction Loyalty or MRBC reputation points.
Repair/Refit costs and timers are standardized
ATTACK TYPES
SCOUTING
4v4 Game Mode, where one team tries to steal/gather Intel, while the others try to stop them.
1 mech, 20 to 55 tons max
INVASION
12v12 Game Mode, Tug of War combat in an attempt to remove the enemy forces from the planet and take control for your faction.
Each battle can sway the capture percentage from two to five percent.
Crushing Victory - Win with more than 36 mechs remaining for your side, 5% pull
Clear Victory - Win with 35-24 mechs remaining for your side, 4% pull
Average Victory - Win with 23-12 mechs remaining for your side, 3% pull
Close Victory - Win with less than 12 mechs remaining for your side, 2% pull
Every time 20, 40, 60, 80, and 100% is crossed. A CW map is triggered in the matchmaker. Everything else in between is randomized between the QP map/game modes to create a random and dynamic planetary campaign. Planet will only be captured if 4/5 (9/10) CW map nodes are in favor of the attacking forces.
LEAGUE MAP
Faction Play map shows the realm of space known as the Inner Sphere. It is here that the six ruling Houses and four invading Clans battle one another over control of worlds. The Inner Sphere is divided into realms controlled by each Faction at the beginning of the game. Each planet contributes to the costs of repairs towards your Mechs. As planets are lost and gained, repair costs and timers will increase or decrease. These planets are also connected by a lattice system that Loyalists can vote on as part of determining which Planets their faction will assault.
Lattice Map reference:
http://iscs.teamspam...30.20020918.jpg
FACTION REPUTATION
LOYALISTS:
Rank 1 to 20 will increase pay from 1% to 20%, and decrease repair cost/timers. The attached rewards are given only once, but rank will reset between seasons
*Change how Clan loyalist gain reputation. Rename to Honor.
Honor is gained by dropping with tonnage available (reducing their total drop deck tonnage by taking lighter mechs). The more tonnage available in their drop deck, the more honor that is gained. Honor can be increased further through victories.
MERCENARY:
Rank 1 to 20 will increase pay from 1% to 20%, and decrease repair cost/timers. The attached rewards are given only once, but rank will reset between seasons
FACTION POPULATION BALANCE
https://mwomercs.com...ost__p__5131382
PLANETARY TYPES
With the addition of quickplay maps there posses an opportunity to make Planet types based on climate.
CW MAPS
Boreal Vault
Emerald Taiga
Grim Portico
Hellebore Springs
Sulfurous Rift
Vitric Forge
QP MAPS
Alpine Peaks
Canyon Network
Caustic Valley
Crimson Strait
Forest Colony
Frozen City
Grim Plexus
HPG Manifold
Polar Highlands
River City
Terra Therma
The Mining Collective
Tourmaline Desert
Viridian Bog
Examples:
COLD WORLD
CW map: Boreal Vault
QP maps: Alpine Peaks, Frozen City, Polar Highlands
HOT WORLD 1
CW map: Victric Forge
QP maps: Caustic Valley, Terra Therma, Viridian Bog
HOT WORLD 2
CW map: Sulfurous Rift
QP maps: Caustic Valley, Terra Therma, Viridian Bog
HOT WORLD 3
CW maps: Victric Forge, Sulfurous Rift
QP maps: Caustic Valley, Terra Therma, Viridian Bog
Idea here is that it would make building drop decks simpler and tuned towards Planet types instead of map
PLANETARY VALUE / LOGISTICS
By including the Repair/Refit system, planets can now be valued where they affect repair costs and timers. Factions that begin to lose planets, repair costs and timers would begin to increase.
Special planets can be labeled to affect the repairs towards specific mechs and/or specific weight classes as well. Encouraging factions to hold or take these planets.
MC can still be used as an added reward, keep costs similar to those that would cover repair costs for unit members
END GAME OBJECTIVES / SEASON END / MAP RESET
Clans: Capture Terra
Houses: Capture majority of House capitals (3)
The idea here is that by sharing objectives this will encourage Clans and Houses to fight not only each other but themselves as well. Upon completing these objectives, the unit with the most impact towards a faction’s victory will receive rewards that they can show off next season.
If Clan win:
Loyalist
Leader: Title, Decal, and Camo - ilKhan
Unit members: Title, Decal, and Camo - ilClan
Mercenary
Leader: Title, Decal, and Camo - Colonel
Unit members: Title, Decal, and Camo - Wolf’s Dragoons
If House win:
Loyalist
Leader: Title, Decal, and Camo - First Lord
Unit members: Title, Decal, and Camo - Star League Defense Force
Mercenary
Leader: Title, Decal, and Camo - Colonel
Unit members: Title, Decal, and Camo - Wolf’s Dragoons