A suggestion to help the Clan / IS balance and the assumption that better players are going to clan as they have better 'Mechs. This does not fix the Clan:IS balance issue but does some what eliminate the 'pull' of the Clan tech which translates to Clan winning more games.
A possible solution would be to change how the Mercenary / Loyalist and Freelancer contracts work. The below are some suggestions, each has there has pros and cons based on the type of contract.
Mercenary
Definition: A Mercenary is a person who takes part in an armed conflict; who is not a national or party to the conflict and is "motivated to take part in the hostilities by desire for private gain".
Pros
- Drop deck of mixed tech, as Mercenary's provide their own equipment, you can have both IS and Clan 'Mechs in your drop deck
- Big payout on win, Mercenary's go where the money is. (just look at MW5 trailer)
- R&R - All ammo needs to be replaced, the repair costs of you 'Mech are determined on what is destroyed, repair is mandatory. (Not the super high costs we saw in beta).
- Drop deck weight can be modified so that it is lower than that of a Loyalist or Freelancer (could include a fee for transportation depending on the total weight of you Drop Deck). Lower weight equals more payout (think this idea was discussed in the last FP round-table)
Freelancer
Definition: A Freelancer or Freelance Worker is a term commonly used for a person who is self-employed and is not necessarily committed to a particular employer long-term.
Pros
- Big payout on win, Freelancers go where the money is.(just look at MW5 trailer)
- Drop deck of mixed tech, same as Mercenaries they provide there own equipment, you can have both IS and Clan 'Mechs in your drop deck.
- No R&R - your costs are paid by your employer.
- Solo player, can't be in a unit, can't drop in a group and is used to fill gaps for groups in FP; think of this as a way to help yourself find a unit.
Loyalist
Definition: In general loyalism refers to an individual's allegiance toward an established government, political party, or sovereign nation, especially during times of war and revolt.
Pros
- No R&R - the 'costs' are paid by your employer.
- MC for planet owning.
- LP rewards - LP can be used to buy faction only 'Mech variants with unique hard points, these are only playable when you are aligned to that same faction, usable in QP. Skins become C-bill+LP costs etc.
- Get to pick attack planet (not that this currently means anything) but could be used as a'next' step in FP depth.
- IS or Clan 'Mechs only.
- Cost to break loyalty contract.
This chance would hopefully bring some the better more competitive units and players into FP as their is more C-bills involved; (assuming they went with Mercenary) and without the limitation of Clan or IS only 'Mechs, (excluding the 7-day contacts we currently have) and a slightly more in depth game play mechanic with a risk / reward system.
As the winning team of Mercenaries' get the bigger payouts, this would also remove a lot of the Clan / IS lopsided battles you currently see, as all Mercenary drops would be a combination of both tech bases and can be on either side of the battle.
Yes you may see that actual competitive units flock to Mercenary, but would be good as there would be good players on both side of the conflict; with an actual reason to try and win, of course you will have units go loyalist to get unit paint schemes and other rewards.
Now does this replace proper warfare that so many people want to see? No; but its also a relatively easy and quick change to make.
Discuss...
Edited about a billion grammatical errors.
Edited by Honiara, 20 February 2017 - 10:01 AM.






















