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.
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.
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.
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.
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.