I'd just like to point something out about what was stated above.
Blueduck, on 01 February 2015 - 05:00 PM, said:
Merc Concern/Solutions:
1) Mercs want to have the option to use clan/IS technology but don't like the current pledge/contract system as it limits their versatility. They would much prefer a contract solution where they can be truly "hired" and move where they are actually needed as opposed to being just another unit with a 1 week contract.
2) Mercs don't like being limited in their attack/defense options on a nightly basis. This goes somewhat back to point one in that merc units want to be able to have lots of fights and not be controlled in where they attack. Many people seem to think that having a merc contract system that payed based upon how much a planet was being overwhelmed would help. Basically if FRR is being ganged upon on, merc units would get payed to jump in and equalize the numbers.
3) Mercs really really hate turret drops. They don't like to stir up trouble persay but they are there to make money and regardless of any ceasefire will attack simply so they can make some cbills.
4) Mercs like being able to fight elite units for the challenge and want a contract system that allows this. This goes back to the prior points.
Clan Concern/Solutions:
1) Clans don't like that Merc units can join a friendly clan and then attack them without them being able to retaliate. A lot of times rival clans will cut deals not to attack each other but a joined merc unit will not respect the ceasefire simply because they are out after cbills. It would be nice if merc units would be limited in an upgrade merc contract to attack planets only when the faction they join is attacking it themselves.
2) Elite merc units may randomly end up in the same area after a contract break period then inadvertently maul a single clan. This makes the game unenjoyable for newer players and it would be appreciated if a new contract system would be put in place that would encourage merc diversity.
Universal Concern/Solutions:
1) Planets essentially have no "value". Merc units primarily view them simply as money farms while some clanners actually want to hold them from an RP perspective. Granted many clan units view them as nothing either but it would still be nice if they actually meant something.
2) There is no system for bandit/pirate players
3) The "planet exchange" deals are lame and but in the absence of any real batchall system are used instead. A system that encouraged clans to attack each other occasionally would be nice.
4) The selection algorithm is terrible and occasionally forces friendly factions to fight each other night after night due to anything better to do.
All of the above concerns can actually be solved with one simple action. Keep reading if you want detailed analysis, or head to the bottom if you just want the clean-cut answer. First, lets analyze merc issues.
Merc Issues:
- Mercs want mixed access to technology frequently.
- Mercs want to be able to even the odds between factions to eliminate ghost drops.
- Mercs hate ghost drops.
- Mercs want a challenge.
Analyzing these points, it becomes clear what's going on. Well, the ghost drops are caused by an imbalance of players on one side. Due to the sheer size of -MS- this is completely unavoidable, as whichever faction they join will ALWAYS have a surplus of pilots. This also affects their search in looking for a challenge, as a lot of talent has been pooled into -MS-, and a unit can't fight itself. The technology issue is unavoidable, as the group must come to a majority decision, or follow the orders/whims of their commanders and live with it. All of these issues are fixed with the solution at the very bottom of this post, but I'm gonna cover next why Clans have so many issues with mercs. And by 'mercs' I mean -MS-.
Clan Issues:
- Clans don't like the logistical chaos of -MS- joining an adjacent Clan and disregarding ceasefires & trials.
- Clans don't like the power imbalance caused by -MS- joining adjacent Clan and outnumbering them 2 to 1.
The main concern here is that the Clans cannot control what -MS- does. This isn't necessarily to say that -MS- is at fault, they are more than entitled to make their own decisions for the good of their unit. Once again, the root of the issue is the sudden power imbalance. Were there no player imbalance, the disregard of RP could be managed and countered to some degree. The same goes for IS factions I'll warrant, as I'm well aware of ceasefires going on simply by looking at the map. Once again, solution is at the bottom, but I've gotta cover Universal issues last.
Universal Issues:
- Planets have alternate values. For some they = cash, for others they = Faction territory.
- No way to be pirates.
- Planet exchanges are super lame and we need an alternate.
- Path algorithm sucks.
The first point here is unavoidable, as this depends on how a player values the game. All other points are valid concerns and may be addressed in future updates, but they ultimately come back again to force imbalance. The urge to be a pirate, planet exchanges, and the dissatisfaction over path algorithms stems from the want for more attack corridors, which stems from the fact that all available attack corridors in every faction are full and -MS- doesn't want to drop against turrets, which stems from... wait for it... player imbalance.
I'm sure you noticed that
player imbalance was the root of almost every single issue above (well, I sure hope so, I freaking underlined it!). Common sense dictates that if you adjust the root issue, all branches of the root issue will also adjust.
How do you fix an imbalance? Depends on the type. If there's a weapons imbalance, you can adjust the weapon. If there's a mech imbalance, adjust perks for other mechs to up their appeal. And if there's a
player imbalance, well,
just throw some of those players to the other side.
Balanced.
I don't think what I'm gonna state next will come as a shock to anyone, but there is
one singular change we can make to the game that will
fix all our problems. The great thing about it is
we don't have to wait for a patch from PGI, we can
do it ourselves! Heck, these issues are
community warfare based, maybe PGI has been waiting for the 'community' to live & learn & realize this solution on its own, because hmmm...
programming costs money, and so if a problem can be solved without money, lets do it that way!
The Solution: -MS- NEEDS TO DISBAND
This solution may not be in the best interests of -MS-, but it is in the
best interests of the players.
The players want drops. They want C-Bills. They want mixed tech. They want to fight with skilled players against other skilled players.
When all the players that want this join one group, they can't do this.
These players could still attain these goals by splitting into -MS- splinter groups. Most refuse to, probably because nobody has taken the first plunge. But I think this is the best and only option available to -MS- pilots at this time.
You guys have a unique opportunity here. -MS- includes an expansive player base of skilled pilots. Pick & choose active players in same timezone from that pool, and you'll have your own -MS- sub-unit. I would recommend limiting yourselves to no more than 24 players (two companies) in the future, as it's much more difficult to cause an imbalance with those numbers. After you guys split, you can still macro-manage multiple units towards the same objective, but this also gives the option for excess 'auxiliary' units to split up to help balance the game, or just make a few C-bills fighting for whoever for a week.
This solution requires zero effort from PGI. This will save them money, so if you guys are able to take this initiative yourselves I'm sure they'd appreciate it. I don't think it's in the best interests of PGI to support all the needs & wants of a few elitist units. It will take time x money to TRY and address all the branch issues you've discussed, and they might not even be successful. They might just end up pissing more people off. The simplest solution is often the best. I guarantee if you solve this root issue by splitting up, everyone will gain something from it. Is there really ANY benefit to stockpiling players until there's not enough enemies to fight against?
Your thoughts?
EDIT:
I suggest the same solution for ANY unit that has concerns similar to the original post.
Edited by Repasy, 02 February 2015 - 04:05 PM.