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Faction Warfare Phase 4


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#1 Weagles

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Posted 30 July 2016 - 08:52 PM

Please like this post if you would play it.

This builds on what MWO has done well before. If we create the variety of game modes in FW that exists in QP more fun for all. If we shorten the waits more fun for all. If we give a battle more meaning more fun for all. This is a huge upgrade. PGI I have faith in you.

The FW campaign:
A campaign is 3 months long.
Loyalist contracts are for the duration of the campaign and can not be broken.
During the last 7 days of the campaign there is a vote by loyalists for resetting the map.
During the first month of a new campaign a unit or individual may change factions once. The new contract is unbreakable for the duration fo the campaign.

Ceasefire:
Ceasefire is every 23 hrs from start of previous ceasefire.
Ceasefire is 5 minutes.

Voting:
Starts after ceasefire, Ends at Ceasefire.
Loyalists can vote which faction to initiate hostilities.
Hostilities create an attack and defend planet with the faction chosen.
Loyalists can vote for an Ally.
  • Ally + Ally = Aliance and both factions share attack and defense planets.
  • Ally + Hostility = no ally.
  • Ally = Coalition. Faction can drop with ally on their hostile planets.
There needs to be an option on the alliance vote for none.

Buckets:
Hostile attack and defend planet
X factions that voted hostilities against your faction attack and defend planet.
Alliance all the ally's attack and defend planets.
Coalition the ally's attack and defend planet.
The IS vs Clan and Clan vs IS defense planets are eliminated.

Faction results:
Minimum: 1 attack planet and 1 defense planet.
Maximum: 7 attack and 7 defense planets.
Most common result: 3 attack and 3 defend planets.

Every planet can be tagged and every planet is relevant to the faction. Alliances tend to last several votes which will concentrate the fighting. With only one ceasefire per day nearly every planet will get fought over at some time.




Tagging:
  • Points are totaled at ceasefire.
  • Each pilot on a winning invasion match generates 1 point for their unit.
  • The unit on the winning side with the most points tags the planet.
  • On the winning side every unit gets 1 MC for each point they have.
  • The tagged planet generates 10m Cbills deposited in the tagging unit account at the end of Ceasefire.
  • A tag can last up to 10 Ceasefires.
  • There is no limit on the number of planets a unit has tagged and they get the 10m Cbills for each planet no limit.
  • The unit with the tag on the planet is responsible for reinforcing decisions and costs.
Types of FW play

Scouting:
  • Modes - Gather intel,Protect intel
  • Scoring - same as current faction
  • Number of players: 4 per side
  • Number of mechs in deck: 1
  • Max weight of deck: 45k
  • Count down time: 3 minutes, instant call to arms.
  • Battle clock: 15 minutes.

Raiding:
  • Modes - Raid, Capture, Clear, Defend
  • Scoring - Like scouting, moving the control total
  • Number of players: 8 per side
  • Number of mechs in deck: 2
  • Max weight of deck: 140k
  • Count down time: 5 minutes, instant call to arms.
  • Battle clock: 15 minutes.

Invasion:
  • Modes - Omega, Control, Degrade, Defend
  • Scoring - same as current faction wedges awarded to winning side.
  • Number of players: 12 per side
  • Number of mechs in deck: 4
  • Max weight of deck: 240k
  • Count down time: 10 minutes, call to arms at 5 minutes.
  • Battle clock: 30 minutes.
Maps:
Scouting and Raiding use QP maps.
Invasion uses FW maps.

Wedges:
Invasion wedges13 per planet.
Each wedge is a different mode with a fixed map set randomly after ceasefire.
2 guns wedges and 2 base wedges for Omega mode
3 city and 2 base wedges for Control mode
4 open map wedges for Degrade mode


Bonuses gained from Scouting and Raiding:

Mode Score bar Invasion Raiding
Scouting >400 Combat ID
Scouting >500 Satellite Sweep Combat ID
Scouting >575 Overhead Satellite Satellite Sweep

Raiding >400 Bombardment
Raiding >500 Resupply
Raiding >575 Orbital Nukes
  • Combat ID - same as current
  • Satellite Sweep - same as current every 2 minutes
  • Overhead Satellite - shows same data as Satellite Sweep but is persistent until scouting drops below threshold.
  • Bombardment - red smoke artillery at feet of every enemy mech every 4 minutes
  • Resupply - Resupply bays/trucks go increment up 1 every 6 minutes
  • Orbital Nukes - the current Long Toms every 4 minutes.
Resupply:
Fixed points on map can repair one mech per resupply.
Can not be destroyed.
Resupply takes 15 seconds with the mech not moving. movement resets the clock.
Resupply restores all ammo to max for all remaining areas where ammo was stored.

Game modes explained.

Raiding Raid mode:
Take away the enemy's resources.
There are 20 targets on the map like generators in invasion.
There are turrets for the defender by each target.
The score bar moves up or down by the net between destroyed and survived. If 12 are destroyed the bar moves 4 improving the attacker's score. If 8 are destroyed and 12 survive the bar moves 4 to the defender.
Like scouting raid shifts attack/defend rolls every match

Raiding Capture mode:
Take tactical objectives.
Either an Outpost like the new attack mode base in QP or a convoy that travels across the map on a fixed route to a secure end point. Drop ship for the defender is at the convoy.
Success = 10 pts for the attacker or Fail = 10 pts for the defender.
Like domination capture required 1 minute off the clock with uncontested control of the capture point.

Raiding Clear mode:
Clean the enemy out of the sector.
Death match must clear out the enemy. Winner is the side that kills more mechs and the points are the difference between kills.

Invasion Omega Mode:
Guns - The current FW mode.
Bases - Take the HQ and various control points.
Counter attack is the same for both kill the mobile command post.

Invasion Control Mode:
5 locations of domination.
Attacker must take 3 win condition.
Counter attack switches roles.

Invasion Degrade Mode:
Open fight. Attacker has to kill one more than the defender.

Drop ships:
There are two drop zones for each side in raiding and invasion. Drop 1 is always in alpha. Pilot can choose A or B for reinforcing.

Edited by Weagles, 22 August 2016 - 03:36 PM.


#2 762 NATO

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Posted 30 July 2016 - 09:11 PM

I like it. A significant amount of thought went into this. Also, well formulated and relatively consice. Plus! It makes changes that address many issues that are scattered all over these forums! 8v8, alliances, longtom OP, etc.

#3 WANTED

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Posted 02 August 2016 - 07:17 PM

Yes yes and yes!

#4 chvb

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Posted 19 August 2016 - 04:00 AM

Hell.
Yes.

#5 adentw

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Posted 19 August 2016 - 08:43 AM

Can I also suggest a few things? I haven't played faction wars enough to have all this detail understood... However I have formed a few opinions that I'd like to share.

1. Quick Play is usually much faster to get in and provides a much simpler game type.
2. I love the objective style goals of the faction wars, but FW needs additional game types.
3. There are often not enough players to keep the faction war queues alive.

What I'd suggest:

A ) Add a skirmish style game mode to faction wars
- I really love the idea of the 8v8 2 drop deck raiding game. I'd also suggest some more skirmish style game mode. Why? It's simple, fun, and might appeal more to the masses playing Quick Play. Sometimes I want to play a skirmish but I want it to impact the game some. Playing scouting is a lot of fun, but after a while, the objective styles of scouting and the deathball rushing of invasion get tiring. If the skirmish has to be based around some objective such as assaulting a mech hangar or small outpost, that is totally fine too.

B ) Get the masses of the Quick Play involved in Clan Wars
- Now, I'm not entirely sure of the best way to go about this, but let me set forth a radical suggestion: Make Quick Play a part of Faction Wars!
- I play League of Legends in addition to Mechwarrior Online. They decided to put out a special "New Draft Pick" mode that was a great improvement on the old "blind pick system", but it takes additional time for 6 champ bans, and then each player to sequentially pick a champion. However, this system allowed players to get into the roles they wanted most of the time. (just bear with me). So the system is better, but it took a little more time to use. When they made the system public, they made it a separate game mode. It was fun but the community often just went for what was familiar and faster to use, the old game modes. So almost no one used the new awesome mode (think faction wars). Now, League of Legends fixed this in an interesting way. They decided to take the highly used "ranked game mode" and make adapt it to the "New Draft Pick" mode. This forced players to use to the draft mode and then the community shifted very quickly to playing draft mode even in unranked gamemodes.
- I'm trying to suggest, almost moving quick play into faction wars in some aspect or another. Again, I don't know how this will work, but if FW can quickly get players into simple skirmish style game modes... FW will have a ton of new players and the map will start to move a lot more often. As a side effect, I'm betting scouting mode and invasion will also see boosts to the player population.



Let me know what you guys think. I know there will be people who don't want quickplay touched, but if the game mode basically stays the same and can be balanced in some way, people will have a blast being a part of a community war.

Edited by adentw, 19 August 2016 - 08:44 AM.


#6 YoMama84

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Posted 21 August 2016 - 12:04 AM

Faction Warfare is too ridiculously one sided in favor of the clans. If you want to make it more like the storyline you would reduce the number of players on the clan's side to a star(5 mechs) or at most a binary(10 mechs). I also agree that it takes to long to get into a game.

#7 Weagles

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Posted 22 August 2016 - 03:36 PM

I like adentw's line of thinking. The 8 vs 8 raiding mode provides a platform for many options that can be voted on like quick play. Vote, then a minute count down to adjust your deck.

YoMama84 is correct the clans do have a current advantage especially in scouting. Limiting the weight to 45 tons in scouting eliminates much of that advantage. In 12 v 12 there is little to negate the clan advantage.

#8 Weagles

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Posted 05 September 2016 - 06:49 AM

In line with the original post it was suggested to me that a new raiding mode should be an Assassination game and a Decapitation game.

In assassination the attacker must kill a designated leader in the defenders. In Decapitation both sides have a designated leader.

Assassination and Decapitation win conditions:
Killing a leader ends the match.
Kill all enemy mechs.
Time runs out.

Scoring Assassination:

Defender Win
Leader lives 6pts +
Defenders that survived 1pt per +
Attackers killed 1pt per

Attacker Win
Leader dead 6pts +
Defenders killed 1pt per +
Attackers that survived 1pt per

Scoring Decapitation:

Winner is the team with the greater amount of points. Equal points is a tie and 0 points are awarded.

Leader lives 6pts +
Your team mechs that survived 1pt per +
Enemy mechs killed 1pt per

The leader is the one who is takes before drop and at time of the start of the drop has command. In the event that no one takes command a random assignment is made. The leader may not resign Command once the drop starts. An indicator is placed by the pilot who is commander in the team lists available in game.





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