[rob;em is they like clan charecters and they had gone stale and i want them to wake up
Maybe your approach to this problem is wrong? A better approach might be to REALLY apply Clanner Culture-including the unpleasant parts that aren't glamorous and really go IN-DEPTH with it. Things like;
Clanners aren't good at recognizing confidence games. Run a bunch of those on Solaris to drain their resources.
Clanners rely on the concept of the best fighter is the best leader. This can cause major issues when the problems they face can't be solved with a punch to the face or heavy weapons fire.
There are consequences when Clanners don't duel everything they fight-social consequences, among fellow clanners. Being tarred by their own Clan as 'Dishonorable' and having to redeem themselves can be quite educational for the players, (could be lethal for the characters).
Clans have age issues. "You are getting old, we are reassigning your Omnimech to a more deserving, younger, trueborn. Here is a rifle and a pair of boots. Go Die With Honor for the Glory of the Clan." (This is likely to happen for anyone below Star Colonel and over the age of 28 who hasn't earned a bloodname).
They also have a collective economy. DO your players realize they own nothing, the Clan owns everything, and everything they have can be (will be) reassigned to somewhere else? If not, you need to start really implementing Clanner ways and doctrine. Individual Ownership does not EXIST in the Clan system.
nor does money. How are they paying their bills on Solaris? Here's a reminder: Only Merchant-Caste are permitted to possess hard currency. Everyone else (including Warriors) has a self-resetting work credit system that doesn't allow for savings or investment. (point of fact, saving cash is hiding contraband, which gets you killed as a bandit if you don't turn it over right quick.)
My point is, just a strict application of Clanner rules and ways can be punishment enough. You don't need to go to extremes, just follow the descriptions of Clan culture in the novels and sourcebooks.
Oh, and be ready to have the relevant sections bookmarked when your players who LURVE Clan characters (iow they love the bonuses and higher tech level) start getting upset.
Key Reference:
"The Clans:Warriors of Kerensky", "Invading Clans", Crusader Clans, Warden Clans. Those four sourcebooks plus your (presumably well worn) copy of A Time of War or 'mechwarrior 3rd Edition'.
As a GM, your job is to make things 'exciting for the players' but you need to remember to leave them an 'out' or you won't have players for long.