Alternative less problematic implimentation:
Setup:
Match system has 2 parties.
Team 1= Self define cohesive group, predefined at launch.
Team 2= Lone wolf pug team, each joins match but has separate objective and no communications sharing.
Match setup: mainly garrison/ as lone wolves are raiders/ pirates / or on their own mission. Lone wolves don't control territory.
Therefore que of size (12) lone wolf missions may be accepted by single players. When a sufficient number is reached it throws them in against an oraganize garrison/merc unit/ house. other things remain the same, but now an enemy is defined. Lone wolves can only grief other lone wolves if they so choose.
Garrison of 12 has to defend against 12 wolves, each with a different target, Thats a 12 point defense. Wolves do not have to win as a collective unit. Some may achieve their objective and some may lose.
scenario: 7 of the 12 wolves complete their mission. 5 are destroyed in their attempt. The 7 are happy in that they dont care about each other. They have made it. Each payout to the lone wolf is independent of other wolves. garrison is paid less for each mission they fail to guard against.
if the possible target where selected out of a choice list of greater then 12, then covering only 6 would not be sufficient. Say a 12 out of a total selection of 48 points existed. The random factor would be too great to for a constant 50% defend rate. This and targets would not be uniformly distributed as to make patrolling a necessity and prevent point camping.
Also if a wolf primary objective is defended they may choose tho complete their secondary or tertiary objected and withdraw and not experience a mission abandonment penalty.
The more collateral damage or wolf objectives completed, the less the garrison is paid.
Objectives need not be search and destroy, they may include identify buildings/ constructions, collecting information on garrison units, planting device / sabotage by holding position to for time needed to plant device, false flags but attacking a garrison / destroying a garrison, and retreating.
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First Proposal---------
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Solution valid Due to LP preventing missions hopping. Team Red or Blue cannot gain an additional scout due to number of attempts a map hopping to match random game eating away all their LP needed to start the mission.
If a match room is created:
Player count = 12 team 1
Player count = 12 team 2
Third Party count = max additional instances at once = X (not team)
While a match is going on, 12 reds may be fighting 12 blue. with server option to allow X instances into the game while it is in play.
A lone wolf who has accepts a contract unrelated to either side may join in the match and achieve their unrelated object. *More detail on secondpost (1)
Exit of their instance takes place in these forms:
1) mission fulfilled and exit or map by reaching edge,
2) mission abandoned by exit of map by edge,
3) Lone Wolf is destroyed
*More detail on secondpost (2)
4) Game Timer expire
*More detail on secondpost (3)
5) Red and Blue achieve objective and end game.
Benefits:
Recon, Scouting, Raiding, Target destructing, Convert Missions in general, achieve real time, real content, player base provided challenges. Pirates, Bounties for infamous scoundrels.
A recon "spy" unit may run into two unfriendly forces and be stuck in between a battle.
Additonal Realism in that combat takes in another dimension of unexpectancy in counteracting espionage.
Garison based missions are justified... People Do Not Know ahead of time and prepare a defense if a covert act is upon them.
Problems and solutions
1) If a lone wolf joins and they belong to the other house WTH the side is suddenly uneven.
A. The Lone wolf does NOT GET PAID for helping the other side. He only is paid for his objective. Anyhelp would just be risking being exposed or be additional repair cost.
2) GameTimer
A. Give Lone Wolves a reasonable amount of time to achieve their objective when joining a game. Block entry to any game that does not have the minimum amount of time left.
Either main team achieves victory
3) Team Red or Blue is notified of "detection" of additional forces. Game will not end until they are destroyed, leave, or play time runs out.
Edited by ManDaisy, 08 February 2012 - 07:21 AM.