In retrospect, had FP been tiered for involvlement from the beginning they could had done some really cool things with "FP-only" mechs that you earn/buy that can only be used *for* FP... they would have different behaviors/quirks and serve as a natural attunement process to prevent players from dropping 4 min/maxed mechs regardless of faction.
You could start at the QP modes for FP so its familiar to newcomers. After earning a level or 2 for a faction, you are rewarded a FP-only light mech that is typical for that faction that can be used in scouting. A few more levels and you can can have a drop deck built with faction-based variants, all indepently balanced from their QP equivalents.
Here's the kicker, you can earn (more) mech bays but they only can carry your FP mechs. Mercs might have more flexibility in mech selection, but all costs would be substantially higher to encourage them to stay in one place to get their money's worth when investing in a faction's mech.
By balancing tonnage and mechs independent of QP, a lot of the issues could (potentially) be addressed. Like other games that have a campaign mode versus arcade... you understand things are inherently different. It also adds a bit more depth as you really would start over if you switch factions...
Probably too late population-wise and only now is really feasible as there are enough mech variants to give each faction some character...
I am sure others have presented similar concepts so if i am rehashing someone's ideas, it's not intentional...
Edited by MovinTarget, 17 December 2017 - 07:20 AM.