Mercenaries revamp:
Conditions:
-Must be in a unit
-Must sign a faction contract-faction contract timing switched to a 4 day period, upon which contract will auto renew unless selected by unit officer/leader.
-Can only fight for contracted faction and allies
Rewards:
-Mercenary reputation points
(Given that faction rep has many options, and mercenary rep only has one tree, reward tree should be increased substantially in tiers)
-Receives bonus 30% rewards from kills, kill assists, component destruction, Kill most damage dealts, and 50% bonus to salvage rewards at end of match.
-Receives special mission payouts based on faction contract bonus.
-Only receives mission payouts for victory, no mission payout is given for a loss (outside of payout from performance rewards listed above)
Loyalist Revamp:
Conditions:
-Can either be solo, or in a unit
-Can only fight for sworn faction and their allies
-Must choose faction to pledge loyalty
-Can change loyalties at the end of a one week period, if no new faction is selected, the loyalty selection will auto-renew
-Upon changing loyalties, the unit/solo player will remain in their previous faction for a pre-determined number of matches, fighting against the faction and its allies until the number of match requirements have been met, switching to their newly selected faction once requirements are met.
-Upon changing loyalties, (if a unit) the unit as a cumulative whole must complete (win or lose) 10 matches against their previous faction and its allies. (if solo) the player must complete 5 matches (win or lose) against their previous faction and its allies.
Rewards:
-At the end of a 5 match probation period, receives special payout (and every 5 matches thereafter)
-Receives the same base payout from every match after the 5 match probation period
-Receives no base payout during loyalty change.
-Receives bonus payout (exceeding base payout substantially to) for victories during loyalty change.
-Receives loyalty points for their faction (no loyalty points given during loyalty change)
:Queuing structure following this change.
Upon queuing for a match, Is/Clan loyalists will enter the queuing pool as per normal, forming to 12, and entering a lobby against the next available team.
Loyalists changing loyalty (for their respective factions) will enter their own que pool, queuing against their previously selected faction and its allies until their desertion requirements have been met.
To visualize slightly, it would look something like this
IS deserters>Is loyalists/mercenaries<>Clan loyalists/mercenaries<Clan deserters
:In summery-
(Unlike our event system that comes in every now and again, it wont be limited to faction v faction (clan wolf v clan smoke jag). Instead it would be (Clan loyalists/mercenaries vs clan deserters changing loyalties) To summarize these changes, mercenary units will now have a sense of risk and reward, having massive payouts for success, and low payouts for failure (as mercs should) And loyal units/players will get a decent payout at a decent rate for sticking with their faction, but can earn massive rewards for switching loyalties.
To clarify, units/players switching loyalties don't have to switch to the opposite side (switching from is to clan, for example) they just have to be switching factions (draconis combine to lyran commonwealth)
:Drop deck changes
Along with this, i am suggestion a change to the function of drop decks.
Instead of using a tonnage rule, switch to a battle value rule (as is traditional in battletech)
So, a drop deck would be as follows.
must choose 4 mechs
minimum battle value requirement
Maximum battle value limit
All mechs will now be given a battle value number, as will all equipment/weaponry based on their relative performance/worth. (Decided by balancing team)
A completed mech will have a cumulative battle value totaling their equipment/the base value of the mech.
This will allow more dynamic drop decks and strategies for each individual player, and allow for more unique builds revolving around inexpensive choices. (for example, an atlas with a standard engine, no ferro, no endosteel and a bunch of medium lasers/an ac-20, would have less battle value than one carrying more high tech equipment, allowing you to field that atlas, with other more high tech mechs)
This will also allow re balancing of equipment for clan/is forces, making higher battle value items/mechs function better. This will also remove tonnage constraints which are currently resulting in 2-3 waves of is assaults, facing of against 1 wave of clan assaults and some heavies/mediums.
This will also incentive's the creation of IS omnimechs given that omnimechs will have a higher battle value and contribute to overall game balance (currently there is little reason for omnimechs to have a higher bvalue, will go over this at a later date)
This will majorly contribute to the upcoming solaris, your mechs battle value will place you within a given tier, only facing off against those in your tier. This will better even out the playing field in terms of what mechs face off against what mechs, and will simplify things for the designers working on sollaris. (Since currently, they will have to give mechs a score every single season based on how well the mech is doing) and will diversify the match ups majorly.
Will be creating a PDF revolving around these changes, +hardpoint/variant/omnimech reworks as well, which will be designed to function alongside the above suggestions, with proof of concept content such as UI design examples included ,stay tuned

Stay syrupy mechwarriors
Edited by XkrX Dragoon, 08 January 2018 - 05:57 AM.