Summarizing some of the best points:
Balancing faction populations-
K O N D O, on 23 July 2016 - 05:19 AM, said:
How to even out player numbers across factions.
The best way to do this is by evenly allocating available contract slots to each factions.
...
Some of the other points posted are good but I think PGI need to start with ways to even out player number and large units.
-This guy gets it. Interesting system and probably would work fairly well. Read into this.
-Consolidation by alliance. Could work. Would have to be controlled by the players (probably loyalist) so that alliances could break and form at will.
Improving FP gameplay-
-FACTION PLAY TUTORIAL PLEASE for the new ones. It's sorely needed.
-More maps (Giant dense city, Polar Highlands, Giant forest, Giant Swamp, ports, farmlands, mountainous regions [look to MW4 V/BL/Merc]) (could even be different maps in the same style of others)
--Different types of bases (not always laney. Other ways to attack etc.)
-Different types of objectives and missions (escort, assasination, etc)
-Get rid of the long tom until you can find a better solution (improved consumables due to better supply lines/supply line raiding was an interesting idea [free coolshots?])
-Units who own planets should have the ability to upgrade/place turrets more strategically, maybe a few mines? Something that allows the unit to customize each map to how they want to play. Not so much that it makes it impossible to take.
--Limit turret placement, density, etc.
-Show KMDD and TD at end round screen
-MC earned per win and loss
--Makes it more end gamey, more reasons to play it etc.
Improving lore (and gameplay too in a way)
-Planets all need a description. It's not hard. 3 minutes for each planet on sarna.net.
-Planets need rewards for factions or units unique to that planet.
--Say a planet has a marauder factory. Award the unit 1 marauder a month or something like that or
--Reward the unit, or better yet all faction loyalists, a small, yet significant discount on that variant or chassis.
--Another reward could be unit decals who based on that planet.
---Deeper system with economy would include more significant buffs and factories would matter more, as would food worlds and such, but don't worry about that yet.
-Maps should resemble that of the planet. #sarna.net
--Not every planet has a grim portico
--With more maps this will give more options.
Some other categories that I'm too lazy to put where they go
Merc v Loyalist v Freelancer
-Mercs should get paid exorbitantly for their services, if they win. They should receive a small something for a loss just because if they earned nothing I think that would ruin the experience with as small the community as we have. Later for that.
-Loyalist units should share in the benefits which taken planets give. This way loyalists are the faction. Still, the owning unit would get their own rewards in addition.
-Freelancer is difficult. Someone suggested that before someone can play faction play they need to own x amount of mechs or something and I think that would help.
-If buckets are consolidated by the alliance form (which preserves the ISvIS, ClanvClan) then I might even say try to bring back pug solo FP queue again? Or at least like only up to 3 man queue. Would help a lot. One issue would be that units would just split up into 4-3mans, but that would just be an *** move, pardon my french.
-All of these groups should recieve some kind of reward unique to each planet that they participate in taking. Definitely more for the loyalists. But the mercs shouldn't be earning explicitly more money. That would sway people to loyalist for the unique rewards. I don't think freelancer should get them though. IMO, people should want to unit up.
If I missed anything I'll add it in later but these were most of the great Ideas so far that I have seen.
-Show unit tags in freinds list
-Quick thought, maybe Mercs earn MC per match (small number) while Loyalists earn MC for planet (for the MC system. This doesn't include the Unique planet rewards.) A difficulty with this is Mercs wouldn't own planets persay, the loyalist unit who most participated would own it, though possibly some kind of homebase aspect could come in at a much later date. Though I think not allowing mercs to own planets might ruin CW for them. It would, most likely, for me, if I were a merc.
-Other mission types do not have to be 12v12. Many missions can be 2v2, 4v4, or any size really.
-Other mission types might also include industry sabotage, fuel depot/outpost sabotage, and more
-VERY IMPORTANT- Allow Loyalists to choose the attack lane they wish to pursue.
-Loyalty Points need to go beyond rank 20 or something like that
-Clans rewarded for bringing less tonnage
Edited by NightStalker97, 23 July 2016 - 07:38 PM.