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Merc / Loyalist And Freelance Suggested Change


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#1 Honiara

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Posted 19 February 2017 - 01:51 PM

Rather than just coming up with issues / complaints, I thought I might try a suggestion instead.

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)
Cons
  • 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)
Play style: Click play and you get a drop, no need to pick who you are fighting, this becomes similar to QP, you fight you win, you loose. On win you get a much bigger payout, but win or loose you always have to pay repairs.


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.
Cons
  • 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.
Play style: Click play and you get a drop, you don't get to pick who you are fighting, this becomes similar to QP, you fight you win, you loose. On win you get a much bigger payout, you never pay repairs and you are never in a group.


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.
Cons
  • IS or Clan 'Mechs only.
  • Cost to break loyalty contract.
P.S. The definitions have been taken from Wikipedia.


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.


#2 Carl Vickers

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Posted 19 February 2017 - 03:32 PM

While the idea is quite good, I dont think PGI will allow mixed tech drop decks. Besides what you are asking for is work for PGI and out on our island we dont get much work.

#3 justcallme A S H

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Posted 19 February 2017 - 04:18 PM

Mixed tech drop decks, won't happen. Not dissing the idea, it's just unworkable from a balance perspective and then a vast majority of people who would then rage hard... A good percentage and for good reason.

Ideas are great, but ideas should at least be semi viable - and no, you thinking they are, does not mean it is so. It's gotta fit into the FPS / balance restrictions and then the "PGI" factor, which means if it's any sizeable level of implementation, that too is never going to happen.

It's taken what, 3-4 months since 4.1. Population has dropped off, plenty of stuff that was promised is "coming soon". And now apparently we are waiting for 4.2 to see it all realised? So, April.

Edited by justcallme A S H, 19 February 2017 - 04:32 PM.


#4 Cygone

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Posted 20 February 2017 - 09:36 AM

View Postjustcallme A S H, on 19 February 2017 - 04:18 PM, said:

Not dissing the idea, it's just unworkable from a balance perspective.


There can't be an issue from a balance perspective for a mixed tech Drop Deck if IS:Clan are balanced.

Edited by Cygone, 20 February 2017 - 10:06 AM.


#5 Fuerchtenichts

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Posted 20 February 2017 - 11:29 AM

View PostCygone, on 20 February 2017 - 09:36 AM, said:


There can't be an issue from a balance perspective for a mixed tech Drop Deck if IS:Clan are balanced.


Balance IS/CLAN does not mean balance each and every mech or weight class. Its about having tactical options in speed, firepower, agility and endurance to play and counter the other side. If you only allow MERC to use mixed dropdecks you double their tactical options in comparison to the loyalists.
Just allow all players to use mixed drop decks. After that you can't blame game tech. balance for losses any more and have to face the truth that you or your team simply wasn't capable of using the existing options.
Ok, some players here will keep blaming their team mades instead of realising its all just team work. Posted Image

Edited by Fuerchtenichts, 20 February 2017 - 11:29 AM.


#6 justcallme A S H

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Posted 20 February 2017 - 04:37 PM

View PostCygone, on 20 February 2017 - 09:36 AM, said:


There can't be an issue from a balance perspective for a mixed tech Drop Deck if IS:Clan are balanced.


What? It's about the IS mechs playing one way, Clan ones playing another.

If all of a sudden you have some guys with a 400-700M and another bunch of mechs working in the 350-500m range. It's not workable from an in-game perspective of drop decks and synergy. You bring say 8 Clan mechs first wave (87km/h) yet you have 3 PUGs bringing Atlas (62km/h) - Clan synergy is now lost. Vice versa for IS teams with Clan PUGs.

All it would do is further piss-off off loyalists as well. R&R does not balance anything Merc side.

IS v IS / Clan vs Clan / IS v Clan - you have a basic idea of what to expect from either side
Now you make it "mixed deck" vs IS / Clan - Those locked to loyalist will be unable to adjust/

It adds no benefit what so ever.





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