Open UlyssesSockdrawer opened 1 month ago
With the new Clan bidding system added in by @IllianiCBT in the 0.50.01 dev cycle, an idea suggested by Hammer was that honourable performance could be tracked per Clan.
That would be a good addition to this for handling mercenary reputation with the Clans since they won't hire you - instead, whether they see you as a more honourable opponent if you accept batchalls and fight their way vs. refusing.
So, I love the ideas presented in this RFE. While the final values might be different I'm happy to commit to getting this implemented once @Algebro7's CamOps Contract Market changes and my Campaign Options rewrite are in place.
I will be changing this to be called the 'Fame and Infamy module' because Reputation is taken and because it's me, and I wouldn't be me if I didn't slap 'module' on the end of everything :D
Absolutely - any values I suggested there are just for placeholder purposes off the top of my head. Can't wait to see how this one turns out in future.
Ignore the 'issue mention' above this post, I copy-pasted the wrong issue number
Additional Clan behaviour thoughts/notes, copied from Discord:
Hegira: when clan forces reach a suitably low morale threshold in a contract, they should contact the player requesting Hegira. The player should have the option to accept - immediately defeating the clans. Doing so would gain honour/rep with the clan faction. If the player wants to keep kicking them when they're down they can refuse Hegira and hunt them for the rest of the contract, but will lose honour/rep in doing so.
Conditional Hegira: if the clans contact the player asking for Hegira, a more advanced way could be for the player to put some kind of condition on it - a bit like a bonus part, it could allow them to claim a pristine omnimek or similar. Doing so means no honour gain, but also ends the contract.
Additional Clan thoughts/notes:
Clan prisoners: a mercenary unit's honour/infamy with a Clan should affect prisoner statuses. At neutral honour, the system should work as it does unmodified today for prisoner taking. At high honour thresholds, prisoners should be more willing to become bondsmen/defect to the mercenary unit. These bondsmen should have a unit loyalty rating that increases by default as the merc unit's honour increases with their parent clan. At low honour thresholds, the clanners should refuse, or require some kind of significant coercion (link to the crimes/prisoner maltreatment options coming in future) before they will be willing to serve the unit.
Extremely high honour 'adoption': this one is a bit more tenative/may not be workable with how HQ is set up. If a merc unit ever reaches maximum honour with a Clan, that has a 'liberal' or 'opportunistic' outlook on honour rules, at this point they might make some kind of offer to 'adopt' the unit into the Clan. This offer should be made only once, and if accepted, the unit may never take it with any other clan. This would essentially turn the campaign from a mercenary one into a Clan one. This one is really pushing it however in lore boundaries.
Diamond Shark/Sea Fox Trading: At very high honour/fame with Diamond Shark/Sea Fox after they go full merchant mode for the Inner Sphere, a merc unit with high honour should have some way of purchasing units or equipment directly from them. Either represented with lowered TNs to acquire Clan gear (a modifier? -1, or -2?) or a chance for units to appear in the unit market with a new market type - 'Clan Market' - similar to the way the 'Black Market' one is set up today. Again, this one might be harder to implement, but could be a nice way to add flavour or encourage positive dealings with the mercantile clan.
Prerequisites and Pre-Issue Checklist
[X] I'm reporting the RFE to the correct repository:
MegaMek
MegaMekLab
MekHQ
[X] Does this conform with our Content Policy linked above?
[X] I've searched the GitHub tracker and haven't found a similar feature request listed
RFE Details *
This is a new feature
Brief Description *
Currently in MekHQ, whilst the unit develops a reputation following the CamOps ruleset, there is no wider impact to relationships or reputation with individual factions that can be either employers or enemies. This means that each contract is essentially a 'blank slate' with the employer.
This RFE is to add in a new optional module to MHQ. Right now I am not aware of any official rules for building unique reputations with factions. The intent behind this RFE is to add depth to mercenary campaign play, rather than for dedicated faction or pirate play. The idea for this module is heavily inspired by the system in HBSTech.
Implementing this RFE should include:
Implementing the module could be extended in future by having the breakpoints tie in to more involved unit markets (i.e. factory lines or employer markets are only available at certain breakpoints, or have discounts at certain breakpoints).
The module could also be extended in future with nags/suggestions that at very high or low breakpoints, the player force is eligible for a landhold, or special scenarios (assassination attempts, targeted attacks) could be generated on or off contracts.
Faction reputation could also affect background generation of personnel, or be tied into personnel loyalty and turnover - i.e. a mechwarrior from the Draconis Combine might be disloyal to a unit that is allied to the Federated Suns.
Some possible first pass numbers:
Some breakpoint suggestions:
Allied - 15% pay/salvage bonus, 10% employer/factory line discount, higher chance of contract spawning?, eligible for a landhold (GM add asset, use optional rules from ATOW/CamOps/IntOps for this) Trusted - 10% pay/salvage bonus, 5% employer/factory line discount Friendly - 5% pay/salvage bonus Neutral - no effect Unfriendly - -10% pay/salvage Distrusted - -15% pay/salvage, low chance of being attacked in special scenarios Hated - -20% pay/salvage OR no chance of contract spawning?, high chance of assassination/attack special scenarios
MekHQ Suite Version *
0.50 -> Future
Attach Files
Mock-up of the Reputation Window:
Final Checklist