Sedmeister, on 12 September 2018 - 03:58 AM, said:
I was reading the Tactics of Duty novel recently and I found the following paragraph. I was wondering if the system you were exploring regarding reputation with factions could somehow include poor ratings for units that jump around and increased ratings for units that show loyalty. Anyway, here's the paragraph...
In fact, though, things were rarely that simple. While some mercs jumped from employer to employer, the best professionals—and the ones that commanded the highest prices on the military market—were those who’d demonstrated they could be relied upon over the long haul. Few employers were willing to risk their C-bills on a merc unit with a reputation for jumping contracts.
Touching on this. Yes, in lore this type of thing happens. Heck, even in the real world stuff like this would happen. However, in a videogame environment, things like this take a weird turn. My PERSONAL take is that there should always be consequences for any action a player does when it comes to a persistent environment. The problem however is that there's a general notion that players want to do whatever they want to do and hindering them in any manner is 'wrong!'. What I mean by this is, everytime we've tried to limit solo or merc unit players, we run into a feedback loop of "I've put hundreds of hours into the game and I've payed for items and limiting me in any way is wrong!". Don't get me wrong here, it isn't just MWO players, it's gamers in general.
In the scenario you've mentioned, rewarding players for being loyal to a faction is just that... a reward right? Yes. But in the eyes of people not getting those rewards because they jump around 'doing what they want' see it as completely unfair. It becomes one of those weird juggling acts when it comes to game design and trying to keep scope of the overall playerbase and not just focusing on a specific special interest group.
On a side note, when we first started looking into Community Warfare (Faction Play predecessor), Russ was always saying that Merc Units don't jump around freely and contracts were long term activities. It was easy enough to see this perspective, but look at what happened with the contract and penalty system that was in place just prior to the relatively recent removal of them.
I've always personally believed FP should be a more 'hardcore' mode that is for those who a) like to roleplay in the BT universe, and b ) be an area for dedicated large groups of tactically minded battlefield MechWarriors. This is why I'm truly pushing the notion of the gating mechanic for new players but at the same time, I need to keep in mind the comments made here in these feedback threads about new player involvement. As mentioned a few times, we already have a warning to new players that FP is not for the un-initiated. Get a few games under your belt so you know basic 'Mech control/firing sytems before dropping into these bigger/more epic minded matches that affect the IS map/environment.
For now, I'd like to take the route of getting the core suggestions and designs into the new FP Update and revisit what needs/should be addressed at a later date.