Difference between revisions of "Subfactions"

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(I think this is dated jargon, but I'll clean it up regardless.)
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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.
  
 
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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.
== Player Status ==
 
 
 
A combination of a player's faction and subfaction,sometimes reffered to as ''tier'',determine units and operations one has access to. An 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) ===
 
=== Solaris(Tier 0) ===
Solaris faction 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 2-3 games in order to be able to graduate from Solaris and join one of the playing factions.Solaris graduate is expected to have learned the interface,army construction rules and the process of getting into a game.
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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,conventional and aerospace fighters and light-medium-heavy meks.They don't have access to dropships and assault meks.Solaris players can't loose\acquire any units,but have an ability to reset their unit rooster at will.
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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 [[Tier_0_ops|operations]] that have no impact on the campaign.Reward for these operations is also tiny.
 
Solaris players have an access to a limited number of [[Tier_0_ops|operations]] that have no impact on the campaign.Reward for these operations is also tiny.
  
Solaris player can't atack anyone but another solaris player,meaning the only way to get a game is to [[Game types|arrange one]].Solaris faction is desgined for training,it's advised to stay in SOL till you are familiar with interface,but to [[Defection|defect]] to a playing faction,once you've got the basics.
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Solaris players can't attack anyone but other Solaris players, meaning in general the only way to get a game is to [[Game types|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, [[Defection|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 solaris account in addition to their main account.'''This is for training purposes only'''.It's not allowed to be active with both accounts simultaniously.
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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 commander(Tier 1) ===
Regular commander(Rookie in MERC faction) gain access to a broader [[Tier_1_ops|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, having eanrned 300xp they gain access to [[Black Market|common factory]].They gain an option to lease additional [[:Category:MekWars_mechanisms|bays]],but have to pay an [[upkeep]] cost.Player can now buy units from factories,provided there are enough [[:Category:MekWars_mechanisms|components]], and requisition units from house bays.Regular commander can attack whoever qualifies for defence of the operation.Regulars can gain assault meks(via salvage,house trades or common factory)and even use them.Once in a playing faction,player can coordinate\trade with his factionmates.
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Regular commanders gain access to a broader [[Tier_1_ops|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.  
  
Regular commanders have no access to assault mek\dropship factories.Their direct impact on a faction performance is limited.'''Regular commander can't be the target of a high stake operation.'''
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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 [[Rules#5. Punishments|strike]] might force one back in SOL.
Players must have at least 100xp and be a member of a playing faction in order to qualify for regular.Server rollback or a [[Rules#5. Punishments|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.
 
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 commander(Tier 2) ===
Frontline commander(a member of one of the famous mercenary units in MERC faction) can launch each and every operation his faction has access to,as well as be the target of these.Frontline commander has a large impact on his faction performance.These are the ones who basically decide the outcome of the campaign.
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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 [[Operations|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.
 
 
Frontline commanders gain access to assault mek\dropship factories,and can now use them on a regualr basis.Their [[Tier_2_ops|operaion list]] includes high stake operations as well as operations with artillery support.
 
 
 
In roder to qualify for frontline promotion,player must have at least 1000xp and an [[:Category:MekWars_mechanisms|ELO]] greater than 1550.Frontline commander promotion may be requested any time,as long as player qualifies for it.Should frontline commander's ELO drop below 1500,he looses access to all operations but those legal for regular commander until his ELO exceeds 1500.
 

Revision as of 06:40, 11 May 2017

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.