Sjorpha, on 13 May 2015 - 02:09 AM, said:
Owning planets need to give significant advantages, both in terms of resources of some kind and for the purpose of strategic progress. And for the unit as well as the faction.
And there needs to be a macro scale end game, a way to actually win the war, in which the aquiring of planets is a means of progression not limited to colouring the blips.
PGI seems afraid of the prospect that a faction could actually beat another, but that is the whole point of war. If taking over more and more planets does not convey an increasing advantage but instead, as now, actually punishes you for success, then there is no point. Resets or the galactic map should ultimately be driven by the extermination or otherwise determined victory of one side in the conflict.
A good start would be to reverse the system of reward adjusments to reward success rather than failure, the more planets you take the more your faction should pay you, because the will have more money to do so with. This could be balanced by dividing payouts by population, so that players of overpopulated factions gets paid less, which makes sense does it not? This way the number of planets owned by a faction determines indirectly the limits of that factions population.
Rewarding success should also go for individual success in terms of rank and loyalty. Simply pay a player more per match the higher rank he has within a faction, this way you encourage faction loyalty continuously as well as through specific rewards.
Last but not least the tools for organisation and strategic impact of units must be vastly increased and improved. Loyalist players (permanent contracts) might for example be able to elect leaders for their factions, who can then issue merc contracts to be taken by units. This right to vote for leadership or otherwise faction related issues could be the defining difference between loyalists and mercenaries.
Also allow units to do something with their money, why not upgrade defences on planets they control, or even buy mechs owned by the unit to be borrowed in dropdecks of unit members, with appropriate downsides as compared to owning private mechs for balance sake. Perhaps attach a maintenace cost for dropping in them, cut them out of the skill tree and so forth, but still a way to gear up your unit members for a given mission. Why not allow units to upgrade their dropships to be more lethal etc. Perhaps access to airstrike consumables in CW could be determined by if and how many aircraft bombers the unit has bought. Perhaps UAV, or why not all modules, is usable only if the unit has invested in the appropriate technology, and perhaps there is a maintenance cost to include that technology in a given drop. Bottom line is that units and their resources must be given real impact.
Hands down some of the best core ideas to save CW and MWO by default.