PringlesPCant, on 08 June 2012 - 02:56 PM, said:
Lesson #1 - The Spoils of War Have to be Worth Fighting For
Advice
Reward Merc Corps for controlling a border world with prizes that no one else can get in the game, not even by spending all the money in the game. There are a lot to choose from, MC, C-Bills, Loyalty Points, special defense bonuses for planets owned, a visible presence on the map, perhaps the prestige of participating as your faction champion in faction campaigns or tournaments run by the devs, special mods, special mechs, etc. As long as the rewards are worth it, the players will be more than happy to fight the entire galaxy to earn them.
Whatever the rewards are, and I agree that there need to be rewards, they
cannot be any gear or equipment that can only be gained by holding certain planets. Allowing player factions to establish monopolies over in game items, is bad for the game. In EVE this might arguably work because EVE is an extremely player driven economy, where economic gaming is an integral part of the game. In MW:O the focus is on 'Mech combat and creating the ability for people to artificially influence the market will detract from that, as it can allow player groups to deprive the rest of the player base access to certain weapons, 'Mechs and technology reducing the deprived players fun.
Rewards should be things that benefit the players who earned them without penalizing those who didn't earn them. Things like a per day C-Bill payout to every Merc in the corporation that captured the planet, discounts on any 'Mechs, weapons or equipment that are produced on that planet, etc. However I should not be barred from getting 'Mechs and other equipment simply because I don't have enough time in the day to participate in the meta-game and I don't have enough friends to take your planets.
PringlesPCant, on 08 June 2012 - 02:56 PM, said:
Lesson #2 Create Richer Areas and Poorer Areas
Advice
Implement this graduated system into Merc Corp warfare. Make sure there are extremely valuable areas for the elite to fight over, but also poorer areas that prospective powers can grow in without getting curbstomped by the reigning champions every day.. This allows clans to always be fighting in the ‘goldilocks’ zone, their opponents are not too hard, but not too easy. Also make sure that the poorer areas are accessible to beginners, so that they can always get to where they need to be without having to go through a gauntlet to get there. One idea would be to make the systems on the inner side of the border worlds be less attractive compared to the worlds on the very outer edge.
Agreed 100%.
PringlesPCant, on 08 June 2012 - 02:56 PM, said:
Lesson #3 Don’t Limit Community Growth by Artificial Member Limits
Advice
Make Merc Corps have unlimited members, if you only take one thing from this thread take that. It will let communities grow to big self sustaining numbers which is a prerequisite of a healthy community warfare end game. Its these large groups that allow compelling narratives to play out, rivals banding together to face against a bigger threat or a multi-year long death struggle between hated enemies (google Band of Brothers vs Goonswarm). That’s the sort of stuff that keeps a game interesting and fresh, and if you force a community to separate that isn’t going to happen.
First thing that I'd like to point out in this section, there should be incentive for building up and teaching new players. To often "elite" people are only interested in playing with their "end game" equipment and not helping lower level allies grow.
The second thing I'd like to bring up is relative power. No single faction can be allowed to become so powerful that it is unassailable. When one faction becomes to powerful to challenge, the meta game stagnates as no one can change the status quo. There needs to be some sort of limiting factor on a player factions in-game power in order to encourage other factions to try and take what they have. Because as important as stability is, the freedom to cause change is even more important to keep the game dynamic and interesting because that's how you keep people playing and feeling good, by letting them be able to get wins.
PringlesPCant, on 08 June 2012 - 02:56 PM, said:
Lesson #4 Strike the Proper Balance between Structured and Unstructured Community Warfare
Advice
My advice for MechWarrior Online would be to strike a balance between the two. Yes warfare will be based around those structured X vs X matches but there is still a great deal of room to give players as much freedom as possible to innovate and create new tactics and strategies. If the end game is limited to ‘lets move some chips around on a map’ you will be hamstringing that. Give people incentives to spy, to form giant alliances, to do diplomacy, to take risks, to whatever. Just give them as much of a sandbox as is possible, and if you have everything in place the players will create giant digital sand castles.
I agree that WoT has a rather boring way of doing its meta game and would love to see something more interesting and dynamic. However I think there's a good deal of risk in giving people too much freedom and incentive to spy and create alliances.
This should not be a game where loosing assets on the meta-game map costs players the equivalent to thousands of real dollars. Nor should it be a game where spies have the ability to influence the outcomes to place one side or the other at a complete disadvantage.
You can't let the metagame become so drastic that you have players infiltrating other Merc' Corps and "burning them down," or have the meta game allow anyone player group to achieve a monopoly over certain tech, or have the meta cost players huge amounts of resources (real and in game). As these things can ruin the game for those on the receiving end and drive them away from the game.
PringlesPCant, on 08 June 2012 - 02:56 PM, said:
Lesson #5 Allow Players to Invest in Their Worlds
Advice
Allow Merc Corps to develop the worlds they own, so that if they take and hold a world, or a group of worlds and can invest time and treasure into it, they can have industrial and military advantages, but not overwhelmingly so. There are many ways to do this, but the specifics of it aren’t as important as giving the corps the ability to customize and develop their space so they feel invested in it and have a concrete visible goal for them to work towards and feel proud of achieving.
I don't think Merc' Corps. actually "own" any of the worlds, rather (based on
dev blog 1) it sounds like players will take and hold planets for the faction that hired them. Investing in the planet becomes risky as if (when) they loose control of it they've lost all the resources they pumped into it. Personally I think the best way is simply to improve its benefits the longer it is held. That way people aren't pumping their hard earned C-bills only to see them wasted when the next group comes and kicks them off planet. Yet they have an incentive to hold that planet as long as possible.
Also there should not be any way to increase the ability to defend the planet through any sort of investment since the meta game needs other people to be able to take planets. Combat for a planet should always be about the skill of the two sides involved, not the amount of C-bills or time spent to increase the defenses. Leave any investments to simply increase the rewards that the Merc' Corps. players get from owning that planet.
PringlesPCant, on 08 June 2012 - 02:56 PM, said:
Lesson #6 Add Some Level of Stability
Advice
I’m worried about the bidding system for MWO because some ways of implementing it might end up with a chaotic changing map every single day, it all depends on how the bidding system is implemented. If you can bid for any planet at any time with no regard for space or time constraints than you will just end up with a polka dot map where corps take and lose the majority of their territory every single day. However as long as Corps are able to work together, and can expect some measure of stability everything should be fine.
The way that
Dev Blog 1 describes community warfare makes it sound like that there is much, much more involved than just Merc' Corps. taking planets. Unlike WoT where you take an area in your clan's name, Merc' Corps will be taking them for factions. So most likely Merc' Corps will only be able to bid on planets within striking range of the House they're currently working for and the gain/loss of territory will be based off the factions decisions rather than those of the Merc' Corps. Though obviously if a Merc' Corps takes a planet for a certain house they've expanded that Houses ability to launch new attacks deeper into enemy space.
The bidding system makes me think most of the Merc strategy will be done at the hiring halls. How low is your Merc' Corps willing to bid to get a particular contract? Can you convince someone else to drop their bid if you promise to not bid on a planet they want to take? Which will make the alliances and spies even more important so you can figure out where your rivals are trying to go and what they're bidding so you can undercut them or go elsewhere.
PringlesPCant, on 08 June 2012 - 02:56 PM, said:
TLDR
As a final note, my overall philosophy for community warfare can be boiled down to a simple formula. Success = Activeness of Members * Skill of Members * Skill of leadership at the game and meta game. All other things being equal, if one clan has a higher level of activeness among members it should win. If one clan has members better skilled at the game, they should win. If one clan has brilliant, charismatic and skilled leaders who lead them on and off the battlefield, who skillfully engage in the metagame, waging ‘realpolitik’ they should win. As long as you follow that formula everything should turn out fine in the end.
Ok this is something I have a huge problem with and I think is probably why so many people despise Goonswarm. Persistent online multiplayer games
cannot be won! Winning assumes that their is an endstate which all players are trying to reach and the first one to arrive wins. In online persistent multiplayer games there is no endstate to reach, because these games are designed to go on indefinitely.
Rather these games give players rewards for meeting certain conditions and offer them limited victories. Taking a planet, winning a fight, acquiring level 2 gear, etc. If any players or player groups "win" then it generally makes the game less fun for everyone else since now they can't "win." Things like establishing a monopoly over a certain sort of good, being unassailable and never loosing territory, controlling most territory in the game, etc.
Any group that tries to achieve a win, and succeeds in creating some sort of unassailable power bloc must be struck down by the devs/game in order allow other players to continue to grow and achieve limited victories. Because if they do not then the players not part of the "winning" group will no longer be able to achieve limited wins and enjoy the game. So reward good and successful play, but allow no one group to become so powerful that others cannot achieve the limited wins that make the game fun.