The questions below are a what if a player was going to make a mech. pilot but not want to start with a mech. and just use the Mercenaries' mechs, until he can save in game for one (or steal one). His reasoning is that the employer should pay for the materials or he should get a bonus for having the mech already (like a over the road truck driver, he understand that they are worth millions of dollars).
1. What is the reasoning behind purchasing the vehicle trait? If it is a mech that has been passed down throughout your family, I understand.
2. Unless you want to start with a specific weight class of a mech, why would you by vehicle trait at all?
3. The Houses have to start you with one that remains theirs upon your tour ending (just like when you are in our military and you are a fighter pilot or tank pilot), right?
4. What happens if a player loses his mech in combat and they purchased this trait, are they compensated?
Please don't reference to the idea that you are not "rated" to pilot a mech above your rating. Learning to pilot a "Big Rig" or "Abrams" (maybe a medium mech) does not give you the know-how or ability to pilot a "race car" or "LAV-25" (light scout mech). These are all essentially tanks of various sizes and if we are bring real world ideas into this then every vehicle operator trains for hours in his vehicle of choice so that he knows the ins and outs, and thus you would have to be "Rated" per mech (e.i. raven, jenner, etc...).
5. So since we are saying they are just tanks of various sizes what is the point of the Vehicle trait out side starting the game (just to reiterate the above questions)?
Personally I am not a fan when games have traits that one can earn/loose in game, but I understand the need to have them otherwise everyone would want to have the best mech, a high military rank, lots of wealth, etc...