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First... !@#$!@#$ YOU STUPID PIECE OF !@#$!@#$!@ F!@# YOU !@#$!@#$!@
Ok, now that's out of the way, why is it that you guys fee like inconveniencing player is fun? At this point of the game, does it really make sense to make movement and choosing how and when to play the game more difficult?
I admit that having a one-man unit disband is not intended. But it allows a lot of free lance pilots that don't owe allegiance and don't WANT to owe allegiance to any units the freedom to play with all of his friends. Frankly, it's one of the best mistake you guys have ever made.
But nah... let's just take that away cause... no one ask you to.
You know what's screwed up in all of this? It's that you guys never figured out how to properly incentivize in choosing a proper career path. Maybe because you guys don't have amigos (sorry, potentially racist, I know...) in Canada, but those day workers gathering around Home Depot... they DO NOT OWE allegiance to Home Depot. They are free to take part-time job from people walking out of Home Depot OR contract for a short job by Ted of Lexington Height.
As a result, there is less guarantee on both parties (contractor and contractee) that the work is going to be good, but as a trade off, the hiring cost is way less.
That's the real world.
In your world, Loyalist, Mercenaries, Freelancers... all same payout. Now, if you are freelancers, you must either wait for the stupid Call to Arm, can't play with friends, and/or join a temporary Mercenary unit and be tied down for 7 useless days.
I honestly don't see how this is so hard of a concept to implement.
Loyalists get contract bonuses.
Mercenaries get contract bonuses, but less than loyalists.
Freelancers get standard pay.
Like, that's literally it. There is no fancy math, fancy balancing, or fancy configuration required to figure this out. You guys literally just want to make shat all complicated for no reason.
Take last year's prelim round for example, rather than just taking real life example on major events like World Baseball Classic... hundreds of nations, 8 finalists... how did they do that without playing hundreds of games like you guys? You guys figured, "Well, we are just going to do things our ways without consideration for anyone involved."
The end result, multiple units broken up. Faction plays went to shat. Population dropped. So yea, great call there.
My point, I don't understand why some of the simplest things must be this complicated when you get your hands on it.
Ok, say we don't do what logic suggests and incentivize players from take a particular contract. You guys know in real world, there are more than 1 type of contract, right? Why can't you guys allow free lancers then to take temporary contract that might be 1 or 2 hours (about the time of an average game session) and that's it? Why does it have to be arbitrarily 7 days? (Hell, even battle contracts... contract that last only 1 battle... like the day-worker example... you guys know those exist, right?)
Have you guys ever been outside and work in the real world? Why does everything must be so restrictive with you guys? A lot of changes that player request I can fully understand that due to shortage of programmers, you can't implement. I get that.
But this is not it. This is just a **** move on your part.
Edited by razenWing, 14 April 2017 - 04:02 AM.