Rastan, on 29 February 2012 - 11:20 PM, said:
Perhaps you could have contingent contracts that automaticly go out to merc's.[...]
Let's take a quick look at the backgrund lore, it might be helpful here. First off, no average Merc outfit "owns" a planet. At best they take up some sort of governorship for the house/faction the planet belongs to. Might make no big difference in-game who is the actual owner of a given planet, except when it comes to who "runs" the planet.
Say, Merc Unit A managed to have a defensive contract for a planet, and is doing well so far. Now as it happens a landing is (pre-scheduled) at a time when due to RL commitments most of that Merc unit cannot or will not show up. So what's plan B? Is the actual owner of the planet, aformentioned House/Faction just going to shrug and write off a whole planet/system? You bet they won't! They will call in the militia.
Which means in in-game terms, there's a good chance a short time prior to the battle the players present from the house/faction in question might get a heads-up/holo newsfeed that a planetary defense is upcoming. Admittedly you might this way getting some sort of ragtag bunch... or not. Luck might have it you get a bunch of serious hard*** players who kick the living **** out of any invader, just for archon, flag and country (or whatever), just because they can. Granted, it would be somewhat relying on chance, but even this dicey contingency, if you want to call it that, is better than having no fallback plan/defence at all, isn't it?
And it would fit the lore, it would fit in-game mechanics somewhat and even be practical to implement. Of course said Merc unit might have to (virtually) buy the beers for the next few days for these house MechWarriors/players, for saving "their" bacon/planet. But sure as hell would make a nice community benefit to have ties grow over time that way. Might even lead to a house warrior taking a tour of duty with the Mercs, or vice versa.
[EDMW]CSN, on 01 March 2012 - 02:28 AM, said:
In that case they hopefully would, unless they find a way to prevent that straight from the start. The meta-/strategic level devolving into "timezone wars" where in the end the "success" of a unit is measured by how many people they can field in the most inconvenient timezones can't be good for the game. Just leads to total dominance by a very few huge units which try to "win" the game "by numbers". And makes for a less dynamic, less interesting warfare setup.
You mentioned EVE-Online, we had something similar happen in nullsec space there. You had the big powerblocks and not much else. And that basically led to a big part (a fair majority I'd actually say) not bothering, caring or straightaway ignoring said nullsec space. Because it was becoming static and ultimately boring (used to "live" there long enough in one "powerblock", I know what I'm talking about). To keep the "conquest part" of MWO, the meta-level, attractive and dynamic enough, you might have to dig rather deep into that box of ideas one keeps hidden under the desk. Because it has been tried (or so I'd believe) often enough in many games, and it has failed most of the time sadly. There are a few noteable exceptions, but here is neither place nor time to start discussing that one, I reckon.
Edited by Dlardrageth, 01 March 2012 - 04:13 AM.