Eagle_HH, on 05 May 2012 - 11:18 AM, said:
My concern is more towards guilding. Am I wrong in that the only way to form a "Guild" would be to form a "Merc Corp"?
So one that wants to roleplay for House Davion will not be allowed to join a Guild/Merc Corp Unit?
And if Merc Corp Units by rule are not allowed to practice/roleplay any part of what is Canon then all that is left is a massive BattleTech world; where only the non-organized players get to delve into the BattleTech lore. While those that cherrish playing in an organized fashion with people they can stand to play with and have team dynamics and relationships built and have already contributed so much to the MWO community, all that is left for these folks is to make up a name that has nothing to do with the BattleTech universe and don't get caught proclaiming what is Canon or your operation will be shut down.
To me this seems to be what we're heading towards here. Online gaming exists not just for the multiplayer aspect but for organized team play as well and no two teams are ever the same because it is just the dynamics of playing with people. More than likely the people that are team oriented are going to steer clear of joining a faction to let the MWO engine delegate your role and who plays with you. The team oriented people will be looking for a Merc Corp with a well established team identity with similar gaming motives.
What does this leave? Roleplayers with involvement in the universe but lack the team-oriented aspect of the game VS. Team-oriented players that lack the roleplay involvement in the universe.
Am I seeing this the right way or am I wrong?
Why would you not be able to delve into the 'Lore' as a new Mercenary Company? Last I knew Mercenary Companies sorta... worked for other people. That's what made them Mercenaries. You'll sign on with a faction, and go fight for them, therefor, you have access to all the same 'lore' as everyone else...
As for your units: Make a new Unit, only work for one faction. Presto, new faction unit I guess.
I'm pretty sure that guilds are mercenary companies, yes. I could be wrong, they haven't given us full disclosure as to how it's going to be yet.
@Ogre:
No, it's exclusive, period. You cannot have 'inclusive in game' and 'exclusive' out of game. You're either inclusive (Accepting all) or exclusive (accepting some). It doesn't matter what reason you guys had for that fracas with Chuckie, I didn't pay a lot of attention to it. As a Mercenary Company you guys were well within your rights to tell anyone to **** off that you felt like.
The problem is that right now, Northwind Highlanders /isn't/ a 'Faction'. It is a Canon Mercenary Company. A popular one, which people outside of your group may wish to be. Maybe you build up a big name, and people want to /be/ in the 2nd Kearny Regulars or whichever if it were a /faction/ they could do so by joining the northwind highlanders, and working their way up to get into the unit.
As far as we know, nobody is being told they can't play with their friends. Nobody is trying to exclude your mercenary company from playing together, or with others that your company is hired by. All anyone is being told is that mercenary companies have to be original.
I've seen you dance around this issue over and over again, and what it seems to be is this:
You want to play a Northwind Highlander. Period.
I want to play a Pirate and make a Pirate Band and conquer worlds in the periphery with my friends. We're both in the same boat right now, but at least you might be able to have northwind highlanders as a faction in the future.
Edited by Christopher Dayson, 05 May 2012 - 11:30 AM.