STEAM GROUP
Wolves Community Servers WolvesCom
STEAM GROUP
Wolves Community Servers WolvesCom
9
IN-GAME
145
ONLINE
Founded
19 July, 2016
SirKaedan 27 Jun, 2017 @ 9:52pm
Proposal for The Mercenary Faction
Hello all,
Well as discussed with TheeWolf I am going to do my level best to work within the limits of the server in the spirit of its intent.
That being said some alarming things are coming to light.
The participation on the server is seeing many of our older long time players taking flight and I would like to find the sweet common ground to stabilize what we have and build on it with all the new players coming in. We need the mix of old with the new otherwise its a grinder and no one wants that. I plan on being active within these discussions to understand better and offer options.
NOW, MERCENARIES, These are considered "hired guns" by all accounts and historical understanding. I see now in the server that they are considerably less than what anyone would recognize. no disrespect but they are glorified errand boys. weak and useless in the way they are utilized. I would love to open a discussion on ways to change that to more of what they are SUPPOSED to be. H I R E D GUNS.
here is just a few base ideas i had for revamping and reinvigorating this limp iteration of mercenary.

1. Limited/no WAR Declarations against them.
(Its just business, the faction "hiring" us is the offender not us. no one in history said that we should go to war with the hired thugs....they went to war with the ones that hired them. They are your focus. We operate on specific contracts, i.e. disarm a base, intercept the freighter, find resources, locate a particular person and disable their ship and report back etc. you get the idea. you want us to stop picking on you? offer us a better contract.)

2. We do not claim mining planets. Nor do we spread across the galaxy (save for maybe a space outpost or two)
(we are contract only operators so we have no need to lay down mining bases or setup for war. We are there to carry out contracts for hire. standard engagement rules apply like we cant attack a faction if the hiring faction has not met the basic rules of engagement for that planet.)

3. Our planet is our central only base with no other planet bases anywhere. so no invasions.
(again let me reiterate this point. we are contracted for hire only. if you want us, pay us. basically aggressive action on our only world our home world is strictly prohibited)

4. ANY money is good money for contract work.
( this means from any source we deem worthy either resources, credits, favors, food, etc. AND it doesnt mater from where it comes. WE DON'T CARE. Mercenaries assume the risk you dont want to. wither by association or direct contact. our contracts are secretive and are never divulged but we accept work from anyone who has the cash PERIOD. yes pirates too.)

5. Contracts are as imaginative as you want to make and PAY for.
(This includes Military style strikes and raids on other factions. we also can offer protection, resource running and movement, escorts, asteroid mining, exploration, seek and find missions etc. no limitiations....after all WE take on the risk)

6. GUNS.
(not too many more but a slight advantage over standard. We are not a warring faction but do carry out military orders. why would you hire out to do what you can do on your own. we need to be effective Not OVERPOWERED but effective. I think a 33% increase over turret limitation is max and acceptable.)

7. Retainers.
(are you the proud owner of a promethium planet? you may consider a retainer fo a good sized shipment of that resouce. why? remember we accept contract work and have the ability to deny or limit them in any way. also you may recieve the benefit of discounted contracts in the future.....something to think about.)

So in essence you get it. the mercenaries are a faction that does the lifting when your ships are better used elsewhere. we are the negotiators in a multi faction war helping to tip the scales one way or another. We do what we are hired to do and we love completing contracts. otherwise we get bored. you need a base built? great let us do it for you and be ready to take it over when finished. see? Be creative and utilize the muscle in the Galaxy. concentrate on making your faction strong and resilient and let us know where we can help. Go make your millions, send some our way too ;)

Please take these talking points under consideration as we go over some details together.
At the moment the current mercenaries are without a leader but if we can establish a better arm of the server in this faction i can say it will be easy to invigorate and return some players to a fresh perspective in every faction.
Thanks,
SirKaedan
(Former pirate - Visionary Mercenary)
< >
Showing 1-7 of 7 comments
SirKaedan 27 Jun, 2017 @ 10:21pm 
THIS IS ONLY A SUGGESTION AND NOT A DEMAND OR ASSUMPTION FOR THE SERVER. please offer your opinions both good and bad and any other new ideas.
Spanj 28 Jun, 2017 @ 1:10am 
I agree with most of the things here, except the 33% increase in power. Mercs should be effective based on tactics, intelligence and outmaneuvering thier target not simply overpowering it with OP ships.
Bigfeet 28 Jun, 2017 @ 7:40am 
Seems very thought out, yet i'm still not informed what the turret limitation actually is.
Vanilla amount ( => https://eleon.zendesk.com/hc/en-us/articles/213145645-Exceeds-max-number-for-certain-block-type-or-blueprint-type-disabled-by-server ) for militaity vessel types ?

The 33% 'might' be applicable if they do'nt act in numbers (horde of mercenaries) as a balance point, but if the faction grows & merc factions (if multiple) start to flock together then that 33 % is an unfair advantage.

If i may be so curious (as the newby member), what might this reason of old members flight be ?
Spanj 28 Jun, 2017 @ 7:45am 
memberberries
SirKaedan 1 Jul, 2017 @ 3:12pm 
obviously the 33% is just a proposal and not an absolute need. the point is that we decide as a group the strength and benefit of a faction like this being present. does it support the overall focus of the server? does it become a benefit for everyone? are there anything we would like to see in addition to or subtract from this to make it doable?
InvertedCow 2 Jul, 2017 @ 1:32pm 
You are very much on track with the origional concept. It was my intention that when the mercs were not actualy on a contract we were to be on planet or in the ajoining starsystem training.

We should be killing pois as a daily training live fire exercise.

I wanted training excersize facilities for everything from a target range to motorcycle and planet survival training, Poi and close quarters combat training, small insertion HV and Sv combat, Sv flight training ,Heavy gunner training, Turrent training, CV combat, Combined forces combat, and base defence combat.

If not training we were to be building or desining new and better combat equipment. Everything from small fast light hover scooters to heavy mobile base capital ships.

I had made a video for the foundation of the faction as well as a video outlining my ideas for the management of the faction. The foundation video was supposed to be released before the server went live as was the movie. Because the video used movie footage and the storyline from the movie I was going to publish it at the same time as the movie was done (talk to wolf about the delays)

As mercs we have 3 things working against us at this time

#1 numbers, we need to have the numbers to actually be able to defend a planet or hit a capital ship, right now 3 or 4 players isin't enough commitment in time to even be noticable. I had wanted to be equal in numbers to the wolves faction not scraping by in a distant 5th in faction size. But then again we were shut down by not being able to run the origin recrutement videos and actually get in on having some recrutes early on.

#2 Choiesion, As stated in a video I published a while ago we have everyone doing their own thing. Deals are being negoiated without discussion, players are building whatever they want without any input from the whole. right now we have four players all on one planet just doing whatever. And moral overall is in the crapper. But that is to be expected, I designed the faction to be run like an elite military unit instead we have ------------

#3 Infastructure, If we were actually sticking to the numbers I had mentioned in the ways and means video, one third of the faction would be military engineer, not 3/4 of it. But as we are in a build mode at this time it is being overlooked, because nothing is working yet, but again without the numbers to be signifiant we lag further behind with building by the day.



Now to your list exactly

#1 This is exactly one thing that was discussed. If we go to war on our behalf then so be it. But when we are there to defend a location then tough. However you have to delcair the mercs as hostile on your faction thing so it gets messy, you see if you have one of us defending a planet for you and another of us working to defend a location from you what happens when you click set faction as hostile. Bad stuff all around.

2, and 3 This is also why the Mercs are the only faction that do not have a Giant planet system on their line out into the asteroid fields. We were to expand only into the green square sector in front of our home planet. I had discussed buildng a CV Planet cracker for mining ops, Also I wanted to build a base star CV (think any massive spacestation that can move or warp not fast but you do not want to mess with it either) for defensive works in sectors, also can be used to support other players during their buildups on a planet or sector. Again this is where having a actual faction of numbers would be handy.

4 yes money is good resources are also good. The shortage of both fuel and ammo is bad. For the ammount of training we wanted to do I would be in dire need of both all the time.

Hopefully wolf has actually fixed the metors on the planets so they actually drop correctly this time. Also the asteroids "should" be regenerating and the NPC CVs "should" be lootable again.

5 The rule was we were only available for defencive contracts. Assassinations are not part of the Merc business. You want a hit on someone, talk to the pirates. However all other contracts would be considered, that includes mining, building, setting up defencive works and so on.

6 Guns. This is a bone of contention with me for a long time. I HATE the automatic weapons. It was part of the faction creedance that NO gun is without a gunner. If we have a CV the large weapon turrents were to be manned by skilled gunners. none of this crap from last server with 5000 flack guns blasting through a ship to shoot a turrent in the middle by the core. Untill the game devs make it so that weapon turrents work by line of sight only I will continue to dispise weapon turrents.

7 we are not pirates, We do not EVER take extortion money. Hire for a contracted SERVICE. Paid for said SERVICE.

We are elite military veterans, Skilled in war, trained in combat, serve with honor, working together as a complete unit!

SirKaedan 3 Jul, 2017 @ 10:56pm 
so you back now cow? gonna lead?
< >
Showing 1-7 of 7 comments
Per page: 1530 50