The Over Game in which a Mech Combat is played
#21
Posted 07 May 2012 - 01:50 AM
Fighting for a house should have the same reward as fighting for a merc company, the difference between the two should be primarily what their goals are. Steiner wants to hold Steiner territory, while a merc company wants to hold whatever world they've been hired to hold.
As for rewards, they should all be in C-bills, and C-bills should be able to buy everything.
#22
Posted 07 May 2012 - 02:47 AM
The reward for taking a planet should be at least two times as much because it is always harder to be on the assault than on the defense. There should have been a c-bill and lost tech option.
#23
Posted 07 May 2012 - 06:50 AM
Christopher Dayson, on 06 May 2012 - 08:24 PM, said:
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Kasiagora, on 06 May 2012 - 10:16 PM, said:
Togg Bott, on 06 May 2012 - 11:24 PM, said:
Judochop, on 07 May 2012 - 01:38 AM, said:
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#24
Posted 07 May 2012 - 07:04 AM
I don't see any reason to differentiate rewards for mercs and house units, as I don't anticipate operating costs for either being higher than the other. Other than the dev's saying something along the lines of "If you're House X, then mechs from House X will be cheaper for you than mechs from House Y", I don't recall any differences in costs.
/edit -- and I'm pretty sure the devs said rewards are cbills, no salvage, but I can't find where that was said.
Edited by Angelicon, 07 May 2012 - 07:13 AM.
#25
Posted 07 May 2012 - 07:33 AM
Now, let's take a look at the mercenary commander, and those under his/her command. All of what I mentioned above is shouldered, without any help from a nascent population, by the mercenary commander. The commander gets the money, does the budgeting, budgets for repairs, ammo, fuel, other POL, sundries, and everything necessary for their tiny army to march, including paying his people properly and, if the MechWarrior's aren't paid properly, that commander doesn't have the option of slapping their wrist or throwing them in the stockade if they up and leave, like a House leader does. The loss of a MechWarrior means the loss of money potential through contract completion. This is especially true for a unit that is taking it to the limit every time, risks everything on each mission, and are generally specialized soldiers, better than the typical MechWarrior so, a merc unit HAS to be paid much more money for their services, even though in BattleTech it really doesn't turn out to be that much more and, I suspect, in MWO, it won't turn out to be that much more than normal soldiers, either.
Now, back to the real-world and this game, I don't believe the devs are going to go to that much trouble to make sure we have that immersive an experience. Still, because of the reasons I listed, above, contracts should pay a good deal more for mercs, and house troops should get standard pay, if they are paid at all.
#26
Posted 07 May 2012 - 09:34 AM
Kay Wolf, on 07 May 2012 - 07:33 AM, said:
Now, let's take a look at the mercenary commander, and those under his/her command. All of what I mentioned above is shouldered, without any help from a nascent population, by the mercenary commander. The commander gets the money, does the budgeting, budgets for repairs, ammo, fuel, other POL, sundries, and everything necessary for their tiny army to march, including paying his people properly and, if the MechWarrior's aren't paid properly, that commander doesn't have the option of slapping their wrist or throwing them in the stockade if they up and leave, like a House leader does. The loss of a MechWarrior means the loss of money potential through contract completion. This is especially true for a unit that is taking it to the limit every time, risks everything on each mission, and are generally specialized soldiers, better than the typical MechWarrior so, a merc unit HAS to be paid much more money for their services, even though in BattleTech it really doesn't turn out to be that much more and, I suspect, in MWO, it won't turn out to be that much more than normal soldiers, either.
Now, back to the real-world and this game, I don't believe the devs are going to go to that much trouble to make sure we have that immersive an experience. Still, because of the reasons I listed, above, contracts should pay a good deal more for mercs, and house troops should get standard pay, if they are paid at all.
While you make a valid point and I agree with you, I just want to point out that not every merc unit in BTech has no support structure. Some merc units are so powerful that they control an entire planet, the populations of which support, produce for, and offer up a stream of new recruits. Examples include Northwind (Northwind Highlanders) and Arc-Royal (Kell Hounds). Arc-Royal even has a prestigious military academy and brings in hundreds of mechwarriors every year to be trained by, and eventually fight for, the Kell Hounds.
#27
Posted 07 May 2012 - 11:32 AM
Judochop, on 07 May 2012 - 09:34 AM, said:
#28
Posted 07 May 2012 - 02:15 PM
It also raises the question of how often you will be able to fight. Because the defending company might not always be available. Maybe the planet just can't be contested till a timer runs down, so the defending company can make an appointment.
And surely not all worlds will be worth the same.
#29
Posted 07 May 2012 - 02:43 PM
If no answer is given within a maximum time limit of 24 hours by the defenders, pre-PvE the attacker would own the planet and/or complete the mission, and post-PvE -if that ever happens PDGLIH?- they would have to fight a token defending force to take it.
Edited by Kay Wolf, 07 May 2012 - 02:44 PM.
#30
Posted 07 May 2012 - 03:44 PM
But such a system would put a lot of demand on Lone Wolves to fill the ranks with grist even if they aren't especially co-ordinated in their efforts.
#31
Posted 07 May 2012 - 03:46 PM
#32
Posted 07 May 2012 - 03:58 PM
Solis Obscuri, on 07 May 2012 - 03:46 PM, said:
If the reward is different then one will be better then the other. Increased House discounts doesn't directly equal C-bills because of it's bias.
Deciding on which side of the line to deliberately error is a game design choice.
If Attackers get more reward then Defenders then the best and most organized groups will rampage during their daily play window. Making the map change rapidly on a daily basis.
If Defending pays more then the best and most organized groups will claim their hill and defend it from all comers. This makes the map change only on a slow weekly basis, allowing companies to get attached to their properties.
Again, how much Chaos and how much Order do we want in the game?
#33
Posted 07 May 2012 - 03:59 PM
Do you expect to be paid for those skills if you take on a job that requires them?
Mercenaries have one special skill, in particular, among others, and that is they stay when everyone else runs. If there is going to be an economy at all, and the devs have already said there will be one, Mercs who don't stay, will not complete their contract, more than likely, and thus will either not be paid at all, or will be paid a drop-dead fee, and the contract will be counted as a failure. If you understand how contracting works in the tabletop, and you understand that the devs have expressed quite frequently that they're remaining as close as possible to the tabletop, you'll also understand that failure at a contract is not a good thing. Thus, specialized skills and problems with failure, equal higher pay for mercs.
#34
Posted 07 May 2012 - 05:16 PM
Kay Wolf, on 07 May 2012 - 03:59 PM, said:
Do you expect to be paid for those skills if you take on a job that requires them?
Mercenaries have one special skill, in particular, among others, and that is they stay when everyone else runs. If there is going to be an economy at all, and the devs have already said there will be one, Mercs who don't stay, will not complete their contract, more than likely, and thus will either not be paid at all, or will be paid a drop-dead fee, and the contract will be counted as a failure. If you understand how contracting works in the tabletop, and you understand that the devs have expressed quite frequently that they're remaining as close as possible to the tabletop, you'll also understand that failure at a contract is not a good thing. Thus, specialized skills and problems with failure, equal higher pay for mercs.
I think you have "Mercenaries" confused with "idiots".
#36
Posted 07 May 2012 - 06:20 PM
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