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Low Cost / Low Effort Solution To Increase F.p. Participation


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#1 AnTi90d

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Posted 22 July 2016 - 07:11 PM

1.) ALLIED FACTIONS SHARING ATTACK/DEFENSE LANES
  • Let allied factions share attack and defense queues.
Either manually set certain factions to be permanent allies or introduce a member vote, similar to voting for attack lanes.

This would effectively combine faction populations without destroying the market for faction-specific camos/decals.


2.) ALLIED FACTIONS GROUPING
  • Let allied factions form FP groups with eachother.

3.) ALLIED FACTIONS CHAT
  • Create a new tab in the FP chat menu for Allied Chat to facilitate coordination and grouping.

4.) FREELANCER FP:LFG
  • Allow Freelancers to go into FP:LFG and group with any faction.

5.) GLOBAL FP CHAT
  • Create a third chat tab in the FP chat menu for Global Chat. Allow Freelancers and any faction to chat here.

6.) REWARD ALL INVASION PLAYERS WITH MC
  • 1 Invasion loss = 1 MC rewarded.
  • 1 Invasion win = 2 MC rewarded.
This will not impact the purchase of MC but would rather be an incentive to get people to play FP and keep playing FP. (Even if someone played all day, everyday, it would take weeks on end to be able to save up for anything worthwhile like a mechbay. Most people would probably use this pittance of MC to buy supply crate keys or single-shot camos.


7.) REMOVE THE LONG TOM

Look at this poll and read the opinions: http://mwomercs.com/...e-your-opinion/

We do not want unstoppable damage to rain down upon us or our enemies. We want to shoot them and be shot by them. When the Long Tom is enabled, we stop queuing for FP. At this point, we don't even care how much you nerf it; nerfing isn't enough; we want it utterly and permanently removed. The only people that don't stop are the ones that don't know any better.. and then they give up on FP entirely from being spawnkilled over and over by an invisible artillery god.

I don't remember if it was Kinetix or Kell, but one of them had a decent suggestion: enable seismic sensor instead of the Long Tom.. maybe even extend the sensor's range from the module. Scouting is supposed to be information warfare, not full on, unending nuclear bombardment.

But, hell.. basically anything you come up with would be better than unending damage from nowhere.


8.) GIVE THE MINIMAP DIRECTIONAL ARROWS FOR FRIENDLY UNITS

This was the single easiest way to organize people in FP. Drop callers need to be able to see where their people are and which way they're facing. Organizing pugs in defense is infinitely more difficult without friendly directional arrows letting you know when a good firing line is set up and when a few guys are in the right spot but looking the wrong way.

You don't even have to remove the ability to see weight classes. Look at this quick mock-up of improved map arrows:

http://i59.photobuck...zpswh4o16nd.png

Posted Image

This was made in five minutes. I'm sure PGI could do a better job in the same amount of time.


9.) REDUCE SCOUTING TONNAGE TO 40 TONS

55 tons gives the clans a scouting advantage. 45 and 50 tons gives the IS a scouting advantage.

The 40 ton mechs for both IS and the clans are reasonably balanced.

-----

I'm sure PGI/Russ will hear a lot of suggestions at the FP Round Table.

I'm also sure that many people will make suggestions that may be out of the current price range that PGI is able/willing to currently throw at FP. Of course, we do want more maps and many people want the current maps to be altered, but that takes a lot of time and money.

Please consider these suggestions, as they shouldn't be that difficult or costly to implement. These should get you, "the most bang for your buck," so to speak.

If you are a PGI employee and you've actually read this to the end, then I sincerely thank you for your time and patience.

Good day, sir and/or madam.

#2 Quintus Verus

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Posted 22 July 2016 - 07:52 PM

Add to that: Pug/group queue has some kind of effect on FP as well.

#3 Requiemking

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Posted 22 July 2016 - 08:27 PM

View PostAnTi90d, on 22 July 2016 - 07:11 PM, said:


9.) REDUCE SCOUTING TONNAGE TO 40 TONS

55 tons gives the clans a scouting advantage. 45 and 50 tons gives the IS a scouting advantage.

The 40 ton mechs for both IS and the clans are reasonably balanced.


I'm not entirely sure this is the case. The only IS lights I see in Scouting are Oxides and Locusts, with the occasional Raven or Commando. On the Clan side you usually see Arctic Cheetahs or Jenner IICs and the occasional Mist Lynx Trial.

#4 LordNothing

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Posted 22 July 2016 - 08:32 PM

i agree with most of these. 7 and 8 feel like things tossed in just because op want. 9 is iffy. streak crows are annoying crutch which does enable low skill players on the clan side to have an advantage over low skill is players. as skill levels come up the crutchyness of the streak crow becomes apparent to anyone in an ecm griffon loaded with srms. you might see a more dogfighty type of play if you cap at 40, but no matter where you draw the line there is going to be one mech that will dominate.

6 is a thing i would really like to see. pgi finally admitted with phase 3 that pugs arent going away, and in light of that i still think its kind of bad policy to only reward units for success. given the population issues it would probibly be better to eliminate the planet lobbies and go to a single lobby system. replace planet capture payouts with a more general victory pay system. use leader board to list victory tags.

its sort of like how i find freelancer to be utterly pointless. it only makes sense with a split queue, which we no longer have and probibly will never get. players who come in as freelancers dont get lobbies they have to wait for popups and then scramble for them. then on top of that you dont get any ranking rewards. its purely a mode for masochists. they should be treated more like mercs, each drop is a mini-contract and they should earn rp (or get their own tree). they should get to sit in lobbies like everyone else. also how many single man units are there? thats why the name of my unit is "some kind of dirty hack" because thats what it is when you resort to one man units as the official work around the flaws in pgi's design.

#5 SteelMantis

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Posted 22 July 2016 - 09:15 PM

I think almost everything on this list are good ideas. Especially combining attack lanes and giving MC to people who aren't in big units. Combining attack lanes would be great for low pop factions and improve queue time all around which is one of the biggest problems with FP. And giving a little MC to people for every match would make FP feel more like an endgame to work for and bring in a lot of new people. It's hard to guess how many free to play people would make FP their main game mode if it was a source of MC and giving them a mech bay every 200 matches or shouldn't kill PGI profits. In fact a high and more active FP population would make it a lot more fun and in turn encourage people to stick around and spend money.

The only thing I don't know if I like is changing the scouting tonnage. I'm fine with changing it and fine with keeping it but I think there will be a favorite mech that people think is OP regardless of the weight limits. Would the balance be better at 40 tons? Maybe, but at the cost of less mechs to choose from and possibly demoralizing a few players who worked hard to master and equip their Griffins and Stormcrows.

#6 LordNothing

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Posted 23 July 2016 - 02:00 AM

derp wrong thread

Edited by LordNothing, 23 July 2016 - 02:02 AM.






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