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Factions, Units And Us


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#1 50 50

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Posted 20 July 2015 - 04:53 AM

Unit size is a problem as it consolidates all activity to one banner and is not promoting warfare as evenly around the galaxy as it could.
Merc units are a problem as they have no loyalty and are only jumping from one faction to another so they can earn the loyalty points and all the bonuses that go along with it.
This creates the shift in power to one or two of the factions and therefore dramatic shifts in the borders.

So the questions are really:
1.How to distinguish clearly between being a loyalist vs a mercenary?
2.How to promote an even spread of players across the factions?
3.How to provide appropriate incentives and ranks for them?

The main objective is to have these features self regulate the unit sizes while still allowing for some tweaks and bonuses, particularly during an event.
There is quite a bit of info below so I have broken it into sections.


Loyalist vs Mercenary
Spoiler

Spreading out the player base
Spoiler

Incentives and Rewards
Spoiler

Edited by 50 50, 20 July 2015 - 04:54 AM.


#2 Kin3ticX

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Posted 27 July 2015 - 07:51 PM

View Post50 50, on 20 July 2015 - 04:53 AM, said:

1.How to distinguish clearly between being a loyalist vs a mercenary?


Cant do anything until we get more features. Refer to the last town hall, there will be a new "Notoriety Point" to distinguish Mercs from Loyalists. For now, loyalists get 50% extra LP but they are essentially mercs still.

View Post50 50, on 20 July 2015 - 04:53 AM, said:


2.How to promote an even spread of players across the factions?



Need some kind of auto adjusting reward system. Unfortunately, for supply side incentives to work efficiently you have to have a big enough supply of active players to fill 10 factions. Something else is also needed here like demand-side rewards such as event goodies and higher baseline cbill match rewards. I also suggest hard alliances (fedcom and such) to drop the faction count down to 5. There is so much grinding behind the MC at level 10, 15, 20 that its practically a non influential component to CW as it is right now.


View Post50 50, on 20 July 2015 - 04:53 AM, said:


3.How to provide appropriate incentives and ranks for them?



Right now if someone wants to hire Mercstar with cb, they have to temp join MS and donate. We need a feature for this bad because if someone wants to hire, they have to cover all the costs on their own rather than tap into their unit coffers. Unit to unit transactions would come in handy here.

This is all fine and dandy because its an example of a community band-aid to the horrific lack of features in the current beta. Mercstar uses the cb often to cancle contracts early. Anyways, few are doing it because there is really no point to it besides max endgame nerd RP.

If tagging planets had individual special micro quirks such as
+%cbills
+%LP
+% notoriety
special planets worth MC
camo discounts
faction mech discounts etc etc

general interest in CW may increase. These new features could be used to further differentiate mercs from loyalists, but I don't know how it should be done to be fair (whether mercs have to be attached or hired by loyalists or whether Mercs get different rewards from loyalists). Mercs that nobody wants to hire still need ways to get matches and rewards.

Edited by Kin3ticX, 27 July 2015 - 08:02 PM.


#3 Araevin Teshurr

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Posted 28 July 2015 - 08:02 AM

You have to keep in mind, people were so looking forward to being a mercenary unit. When PGI rolled out mercenary units, people were left scratching their heads going, "What is this? This is it? Boring.", they left soon after, and nothing has been done to improve mercenary unit playability since then. What has happened, is that everyone in the MWO player community is screaming how broken merc units are, posting tons of ways to 'fix / restrict' them, and nothing has been done.

Mercenary units should be suspended until PGI pays a real game content creater to figure out how to listen to the players and incorporate the player bases suggestions into the game correctly. That would be the best fix for now.

Edited by Araevin Teshurr, 28 July 2015 - 08:04 AM.


#4 50 50

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Posted 28 July 2015 - 07:51 PM

@Kin3ticX
Thank you for your comments and input, much appreciated.
It will be interesting to see what happens with the notoriety. I do believe that mercenary units need their own scale independant and different to the one for loyalists. However I believe that both of them need a dynamic scale based on what is effectively a combat score combined with a performance rating.

With the spread of the populations, having a unit cap as was suggested in the town hall and elsewhere is really not going to help. I am against the idea of putting in a hard ceiling for unit sizes as it doesn't do anything with population sizes at all.
By populations I am directly referring to how many players are fighting for a particular faction. Not how big their unit is.
This is also a distinction between a mercenary unit and a loyalist unit as both need to have a different mechanic for it to work.

Loyalists
Spoiler


Mercenaries
Spoiler


Incentives and rewards on either side of the loyalist/mercanary clan are important as we want to make either option as appealing, but for different reasons.

Mercenaries want to know that they will be paid well for participating in a battle. It's an upfront incentive tied directly to the contracts.
Get paid wads of c-bills.
Get salvage rights..... which would be brilliantly done by giving each player random item drops at the end of a battle when victorious. There have been numerous ideas about salvage put up in the forums and I think this would be a great incentive for mercenaries.

Loyalists on the other hand want to know that their loyalty to a faction is appreciated. They want to be rewarded for staying with that faction.
Bonuses for achieving different levels of loyalty as we have now is pretty good but I would suggest a few tweaks and changes.
Discounts on faction specific equipment and mechs for example.
Improved base pay according to loyalty rank.
I'm sure there are other options which would be very good. I feel that modifiers to drop deck limits could be an option here as well, but perhaps as a possible limit that the unit has to finance up to for each battle.

Plenty of additional options to be added in for using the coffers as well. Building up planet defences has been mentioned. That's great for loyalists.
I think everyone would like to have their own camo schemes and decals.
Lots can and should be done.

Edited by 50 50, 29 July 2015 - 07:20 PM.


#5 Vellron2005

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Posted 29 July 2015 - 02:17 AM

Tooooo..... Muchhhh...Reading.... :wacko:

#6 50 50

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Posted 29 July 2015 - 07:22 PM

@Araevin
Completely agree with you.
Playing as a mercenary unit should be a lot of fun. It should also be a lot of fun for loyalists to hire mercenaries.
The biggest problem of which is the way the contracts are setup at the moment and a lack options allowing different units to interact with each other in game so it's interesting to read what Kin3ticX wrote about how MS has handled it.
They shouldn't have to do that.
There needs to be functions put into place that allow a proper interaction between units, particularly in regards to mercenaries, but also between the different factions so there are options for player driven alliances.

How's that Vell?
Split it up for you.
:)

#7 50 50

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Posted 19 January 2016 - 02:08 AM

Great to see the upcoming changes that are in Phase 3.
The dynamic contract system for Mercs.
Some nice differences between the three career paths.
It's a huge step in a good direction and will be interesting to see how it works out and if it has an effect on populations.





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