Tina Benoit, on 02 June 2015 - 06:41 PM, said:
So let's keep this sub-forum active together and post your MWO Features wish-list here!
Hi Tina,
CW needs a larger overall meta-game like the below. Would anyone be interested in such a thing? The idea is loosely based of off some popular boardgames and, i think, could be used for CW.
MetaGame for CW and base for how to tie Solo to CW:
PGI hires unbiased mods to monitor and enforce Unit/faction contracts(think treaty). Each player/Unit gets a loyalty rating(% of contracts honored)
Make CW turn based. 1 turn = 3 weeks? Season is 6 turns? After 6 turns, season over, faction with most resources wins. Map reset. Very boardgame-ish.
Each Faction get 3 Elite units that represent leadership. Players determine. These Elite units can spend Action Points(think buying resources, Attacking, Defending, Terraforming...etc. Each Unit capped at 12 members. Would need tryouts. votes, Clan Trials, etc. players an do this on thier own.
Each Faction gets 3 Planets. Each planet has 10 maps set in an determined order(think HP) and each map has 5 resource slots(think modules).
Each Faction has a set# of resource generating modules they play on said slots. Where they places them determines how vulnerable they are. Example: Biggest resource module nets 500,000,000bills per turn.
Each Faction determine's Factions 'Trial' Drop decks for CW that ANY faction player can use in CW.
These mechs will have a Tier Rating that determines Usage Cooldown.(see Mech Tiers)
Each Faction determines a Light/Medium/Heavy/Assault GARRISON mech each with its own Faction chosen Build.
- Related to faction chosen Maps and Terraforming.
GARRISON mechs have a role for Solo as well...
The better the Drop deck the more Cbills it takes to drop in them(attack, defend, Scout, etc)
Faction Actions:
Upgrade Garrison Mechs. Some for CW. Some for Recon. Some for Solo.
Terraform - think Map quirks that affect weapons like ambient heat and Air Pressure that affects Dakka Velocity. Limited by cost and resource slots per Map.
Build Defenses( think modules that are consumable Mech Repairs in match, Ammo restocks in match, satellite UAV, LONG TOM(gonna cost you!!), Arty strikes, Drop Ship raids...etc.)
Raid(free, Solo, Group drops on enemy Maps that yield minimal rewards and loser doesnt lose much.)
Attack(think costly and requiring lots of Unit coordination) A Faction attacks another's Planet's Map. They win, they occupy and can claim Resource Modules.
Defend - like Attack but can use Defenses.
Recon - think Scouting matches but wins reveal info on enemy Units/Players/ RESOURCE MODULE LOCATIONS/ Garrison Mechs/ Garrison Mech loadouts/ Map Terraforms.
Recon also covers investing in HIDING via modules, other modules and the info stated above.
Forge Treaty - Hire other Units, other Factions to do dirty work.
Trade - sell/buy other Faction's GARRISON MECHS, represented as consumable modules. Could be used for covert operations..etc.
MOVE RESOURCES - think you occupy an enemy map, you can try to take a module(say, one that nets 10,000,000Cbills/turn) - will be expensive- or leave it and skim some of its rewards(mabe half per turn?)
Cost/risk associated with stealing it but easier to skim from it as long as you hold that map.
PLANET LOSS:
Each has 10 maps
Last map has Capitol.
Capitol Falls, Planet lost.
VICTOR can offer Vassalage(think they get half total resources each turn for as long as they rule)
Factions would need to balance terraforming, garrison mechs, map choice, defenses, scouting, treaties, Attacks, and WHERE to place resources.
SCOUTING
Successful scouting nets Intel Points that are Map/faction specific.
These points can be spent by leadership or SOLD to other Factions.
The Info gained by spending Intel should not be 100% accurate to ensure some redundancy in Scouting missions. Cross referencing to ensure validity.
RAIDS
Anyone can drop to attack another planet, similar to how it is now and resistance can be more based on Solos or casuals where the tryhards invest more into the important drops.
Raids should have a slight effect on the Factions involved.
SOLO
Now get this...
Solo can participate in CW.
You need a tier system in place. PGI meets with high level players and determines T1-T4 mechs.
Now, T1 mechs get a long cooldown between usages, more for CW(12 hours?), Minutes for Solo(15?)
T2 mechs get a shorter cooldown. CW=2 hours? 5 minutes for Solo?
T3 mechs get NO COOLDOWN/UNLIMITED USE
T4 mechs are FARMERS. Give x3+ Rewards in Solo, x6+? in CW?
Why the farm mechs?
Solo players join a Faction.
Faction collects TAXES on Solo player's matches. Goes to Faction resources for Elite UNits to spend.
Solo player, in return, gets GARRISON MECH consumable modules. Could also work in Map-specific Quirks for Solo.
Solo players Newbs/Casuals would gain quick access to each weightclass with premade loadouts.
PGI can use this system to allow Factions to introduce T3/T4 variants of pre-release-expired mechpacks for players to try. Think rental car-pokemech. Players missed all the pre-release goodies but an try the T3/T4 variants in exchange for taxes.
LP SYSTEM gets reworked to offer better rewards for CW loyalists(and ones with high Player/Unit Loyalty %) and also give rewards to Solos who wear the Faction's logo(and pay taxes).
Also - side note. Some weapons still need fixed(lbx, MG, etc)
BETTER MAP OBJECTIVES.
I have more detailed notes but wont bother expanding on them if no one is interested.
This is just the synopsis of how CW could work if modeled after a handful of popular boardgames. Waterdeep. Small World. Civilization(Syd Mead)...etc etc.
Thoughts?
Thanks!
Edited by InspectorG, 23 July 2016 - 02:56 PM.