Subfactions

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A combination of a player's faction and subfaction, sometimes referred to as tier, determine units and operations one has access to. A player's overall impact on the campaign is also affected by a player's status.

The higher the tier, the more rules, both Battletech and MekWars, are involved. It's up to a player to choose status he's most comfortable with.

Solaris(Tier 0)

The Solaris Training Company is the very place to learn Battletech as well as the basics of MekWars. Every player starts in this faction and is required to play 2-4 games in order to be able to graduate from Solaris and join one of the playing factions. A Solaris graduate is expected to have learned the interface,army construction rules and the process of getting into a game. Solaris players have access to all types of vehicles, infantry, and aero units, and light-medium-heavy meks. They don't have access to dropships and assault meks. Solaris players can't gain or lose any units, but they have the ability to reset their unit rooster at will. Solaris players have an access to a limited number of operations that have no impact on the campaign.Reward for these operations is also tiny.

Solaris players can't attack anyone but other Solaris players, meaning in general the only way to get a game is to arrange one. The Solaris faction is designed for training, so it's advised to stay in SOL until you're familiar with interface. Once you feel comfortable with the game, defect to a main faction. For more information on playing in Solaris and getting used to MekWars, see our Getting Started guide.

Players are allowed to have a Solaris account in addition to their main account. This is for training purposes only. It's not allowed to be active with both accounts simultaneously, and the Solaris account must be named the same as your regular account name with "[COACH]" in front.

Regular commander(Tier 1)

Regular commanders gain access to a broader operation list. These operations allow them to affect the campaign as well as be affected by it. Regular commanders learn how to maintain their units and buy replacements, either from their faction's production, from trading units with their faction-mates, or from the Black Market. They have a personal hangar and may expand it by leasing additional bays, but have to pay an upkeep cost if they do. They gain access to technicians and must use them to repair damaged units. Regular commanders can play any players in any other faction, but they cannot be the target of Assault operations.

Players must have at least 100xp and be a member of a playing faction in order to qualify for regular status. Server rollback or a strike might force one back in SOL.

Every playing faction member starts as a regular commander and retains this status for as long as he wants to.

Frontline commander(Tier 2)

Frontline commanders can launch each and every operation his faction has access to, as well as be the target of these. Frontline commanders have a large impact on his faction performance, and often decide the outcome of the campaign. Their operation list includes high stake operations, including the Capital operations which are required to contest ownership of capital planets. In order to play these advanced operations, a player requires an Elo of 1525 or higher, and 750+ XP for a regular Assault, or 1500+ XP for a Capital Assault.