

The multiplayer component allows up to sixteen players to compete on nineteen different maps, in solo or team play. Over time, players can recruit and outfit a secondary lance and venture into battle with eight Mech units under their control. Contests are organized by weight class (such as light, heavy and assault) and each battle takes place in one of three arenas: The Factory, Jungle, or Coliseum. Away from the battlefield players are free to journey to Solaris VII, a world in which Mech combat is a gladiatorial sport, where skilled warriors can make a lot of money very quickly. Prestige is also important, as partially determines what future missions will be available. Between missions, players need to perform basic management duties, not the least of which is weighing the costs and benefits of embarking on particular missions. Participating in and successfully completing missions brings rewards of money, salvage, and prestige, all of which become very useful during your campaign. Spanning ten planets and more than 50 missions, players will have to carefully manage all available resources while still trying to turn a profit.

Each sponsor brings specific benefits, such as higher levels of technology, better pay rates, and earlier access to certain weapons. After gaining a sponsor from the likes of Wolf's Dragoons, Gray Death Legion, Kell Hounds, or Northwind Highlanders you're free to manage your own destiny, deciding what missions you accept, the supplies and resources you purchase, the pilots you hire, and more.

As the leader of newly authorized mercenary company your role is quite simply to satisfy the sudden demand for your "expertise," as well as to satiate your thirst for the almighty C-Bill. MechWarrior 4: Mercenaries picks up with the Inner Sphere embroiled in a civil war between the Federated Commonwealth and the Lyran Alliance. Money makes the world go around, and such is still the case in the year 3063.
