I have the following comments and questions
INTERACTIVE INNER-SPHERE MAP
It is still unclear if besides Clans and major houses also the minor periphery staes will be included as faction. I suggest to include minor periphery powerst o add further flavour tot he game.
PLANET DETAILS
Why should the Occupying Unit be shown (at least as long as it is not contested). If you include the possibility of a Recon attack you add a sense of strategy that units may first try to estimate the strength of a defender.
CONTESTED PLANETS
If contested planets are assignable only by the design team, player units have potentally limited strategic choice where to attack. Why do you restrict the assigment of contested planets tot he design team?
ENGAGING IN PLANETARY CONQUEST
If during peak player count times throughout the day only , planetary control matches will be kicked off players outside North America are potentially at a severe (time) disadvantage. It is not everybodies fun to play at 3 a.m. in the morning.
A PLAYER’S FACTION SELECTION
On the faction selection two points are important. Marik and Liao players will not have a chance to take part in the Clan versus IS battle. How are merceneries aligned to a faction? What ideas do you have on merc contracts?
PRIORITIZATION OF GROUPS
If more than one group is active in the attack ore defense of a given plant, who is reaping the benefits? What happens ifo ne unit wears down the enemy significantly but stilll is unable to finish the job and another unit next in queue finishest he job and gets the benefits?
DEFENDING TEAM QUEUE
The defending queue leads to a sginificant disadvante. When the attacker is always a team of 12 and the defender may even totally consist of lone wolfs. This disadvantages the defender.
CONTRACT DEFENDERS
The contract defender is at a disadvantage when the attacker can chose his attack and the contract defenders have only [2] minutes to respond
In addition I like to add some further suggestions in respect to CW that have not beeen mentioned so far and that I have already suggested elsewhere (
http://mwomercs.com/...35#entry3346535):
Jump ships
Jump ships are needed for interstellar transport. A flexible jump ship fleet is an asset that allows for strategic interstellar mobility. I see several levels of jump ship availability: 1. made available (by house transport command), 2. rented (from jump ship operators / merchants); 3. owned. The different levels may see improving benefits, i.e. faster interstellar transport (more attacks, long distance strikes, ability to bring in reinforcements) with the ultimate tool being a very fast “pony express” jump ship system or the use of pirate points (surprise, strategic reserve of “hidden troops” (behind the far side of a moon) in a planetary attack).
Drop ships
Drop ships offer strategic mobility on a planetary scale. Drop ships can give the benefit of determining the battle zone (choice of map) depending on the mission type. They allow for a strategic surprise in connection with a jump ship using a pirate point. And they allow bringing reinforcements to the troops on the ground.
Aerospace fighters
Aerospace fighters might be able to establish space superiority together with drop ships. If space superiority is achieved a regular drop may be a potential benefit. In a regular drop a landing zone is secured and drop ships can actually land that carry certain auxiliary troops (tanks, infantry, support units, etc.). Otherwise if space superiority is not achieved only a combat drop can be made. In a combat drop only mechs could be used. As a consequence in a regular drop repair and rearm would be possible whereas in a combat drop repair & rearm would not be possible (as support troops could not be landed).
In addition aerospace fighters may be able to establish air superiority over a certain battlefield. A potential benefit of air superiority may be the ability to do strafing runs or to deny repair and rearm possibilities to the enemy (by harassing supply routes).
Drop ships and Aerospace Fighters may be available on a C-Bill basis but especially jump ships (with the very limited production facilities left in the inner sphere) should also require a certain prestige in order to be allowed to purchase such a ship.
The current setup of the game is mech focused. Thus establishing concepts of space superiority and air superiority over a certain battlefield may be a game approach different from MWO at the moment as it could only be statistical and or tactical with limited efforts put into their development. Building an aerospace fighter game that works seamlessly with MWO on the ground will probably be a long term effort.
Some strategic benefits on the supply side
Mercenaries may be able to purchase supplies from their employer. However Mercenaries doing so should have some vulnerability to the “company store syndrome”, i.e. that employer overcharge for supplies and try to run the mercenary unit into a debt. Upgrades to this could be independent house sourcing, or independent cross-house sourcing (which would however need some jump ship / merchant drop ship availability). With each step supply costs should be lower and the mercenary unit will get further away from a possible “company store syndrome”.
Shares in weapon producing companies
Mercenary units could own shares in certain weapon and or equipment producing companies earning them revenue and lower prices for goods produced by these companies. Shares could also give a benefit in reduced repair & rearm costs. Shares of mech producing companies may depend on the popularity of certain mech models in the game.
How to implement “Surprise”
Allow the party that achieves strategic surprise to move certain seconds earlier in an engagement and position them better, or to allow them to choose a spawn point.
How to implement “Strategic reserve”
Allow the party that is able to place a “strategic reserve” to add a number of mechs at the spawn point after battle has commenced.
Repair and Rearm
Repair and Rearm has definitely to find its way back into the game with community warfare. An amateur general thinks tactics, a professional general thinks logistics. A lot of military success depends on the ability to properly supply own forces and to deny supplies to enemy forces.
Benefits of special units
Special auxiliary units may be potential benefits that can be obtained. In a regular drop where these units can be brought to battle they could have the following effects.
Coolant trucks: Better heat dissipation
Repair facility: Allow repairs to varying degrees of damage (a small facility may only repair armor, whereas the high end repair facility may also be used to repair fusion engine hits). Logical consequences are different repair times for light and sever damage. Again this may be interesting in a sustained campaign, when the ability of a party to bring fresh troops into follow up battles may be decisive.
Ammunition truck: Ability to rearm
MASH: Ability to care for injured pilots. As a consequence a new status “injured” would be needed for mechs / pilots that suffered a cockpit hit.
Mobile HQ: Could have many possible advantages, e.g. the ability to relocate forces between different combat zones, advanced information warfare capabilities, etc.
Advanced economics
Instead of paying mercenary units on a C-Bill basis they could be paid on a House Bill basis (K-Bills, L-Bills, etc.) The value of the house currencies could depend on economic strength which itself would depend on some military successes (e.g. successfully defending valuable planets / production facilities). Thereby the economic success of a mercenary unit would also be indirectly tied to overall House success and not only its individual performance. This will include another element than just House prestige to the game.
The ownership of certain production facilities could have an impact on unit / equipment prices, e.g. a “Zeus” could be cheaper on the Lyran Commonwealth part of the Federated Commonwealth. The ownership of certain important planets / production facilities could also have an influence on repair and rearm costs. Maintaining a “Zeus” in Liao space is probably more expensive.
Difference between house and mercenary units
Obviously money is more important to mercenary units than to house units. However both rely on a certain prestige. Much of the monetary issues could also be implemented for house units (e.g. through a regimental budget) but the ability to get certain benefits may also be achieved in a different way by mercenary units (mainly money) and house units (mainly prestige).
Benefits of multiple mechs
Players with several personal mechs should have a certain benefit in a sustained community warfare campaign. They could be allowed to take part in multiple campaigns at the same time. They could be allowed to bring in fresh troops, if one of their other mechs is still in repair & rearm or its pilot is injured.
Sustained campaigns
Currently the game consists of single battles of mechs against each other with only some game modes which makes a perfectly fun and short game. However I could really find even more interest in a sustained campaign (e.g. for control of a planet). It would be interesting to have a system of deploying forces on a command scale to different battle areas. This could lead to uneven start positions in matches, making it necessary to withdraw, regroup, attack again. The campaign mode should take time and require rearming and maintenance. This will put some pressure on the pilots who spend all their ammunition in one battle (if cut off from rearmament…). A concept of attrition will probably also increase the value of cheaper units, when the commander has the possibility to deploy some of these cheaper forces in a sensible manner.