Well, this is an old thread to see on the front page. A little thread necromancy can go a long way, especially since hindsight is 20/20.
While the plans for MPBT:3025 would have made a fascinating and dynamic game, there's a lot of problems in a large-scale MMO when character advancement is beholden to a social network. This in effect makes the game vulnerable to domination by a powerful guild and the officers of that guild would be the people with the power to promote players as they see fit. This by its nature would create an entrenched Old Guard that could well prove resistant to challenge and, therefore, change. This is a bad thing.
However, we live in the age of large, independent internet communities that exist as an outside context problem for these old guardsmen. 4chan, Reddit, and Goons, the last one the perennial elephant in the room, considering their successes in EVE (it would be disingenuous to say "our," seeing as how I don't play internet spaceships and don't much care for it).
Judging by peoples' reactions to the mere
reputation of Goons, a social-based character progression model would prove self-destructive.
No matter what player-controlled party is given the authority to
directly and
materially determine the fates of another paying customer, if said party were given authority outside of its
own guild there would be clear and obvious conflicts of interest. The backlash against which, frankly, would be catastrophic.
Nobody wants The Mittani to have veto power over whether or not you get to level up. Not even Goons.
Now that I've gotten the obvious out of the way:
A planetary contest model more detailed than "one company fights another company and the last `Mechs standing get the planet" would certainly be a boon. An Operational scale map between "single fight" and "star map" could potentially lend great depth to the metagame, rather than leaving things a simple
de facto Trial of Possession. This could prove difficult to wrangle, given schedules and timezones for players around the world. How deep the system turns out to be would give advantages to larger groups, though, if it were possible for a guild to leverage resources in a way to indirectly affect the assets available to the players on the ground.
Extra UAVs, artillery strikes, improvements to modules and other role warfare aspects would be what I'm getting at. Capturing a planetary communications array could give bonuses to the side that controls it. Holding onto any orbital assets could give a healthy buff to UAVs. Holding a base could give discounts to repair costs and shorten repair time. However, any system with strategic metagame assets is more easily tackled by large and well-organized groups. While a simple 12v12 system might look even on the tactical level, when you start factoring in an entire planetary campaign being fought by many such company-scale engagements, the side that can coordinate its companies more effectively across the map and seize their objectives (or make tactical sacrifices on the planetary map to influence whether or not an enemy company is in condition to contest another, more vital objective despite losing the objective they actually fought for) will undoubtedly be the one that wins.
That, too, would be fascinating, and would add a great deal of depth and strategy to the planned role warfare aspect of the game. This would also be terrifying, because as I've mentioned, we have an elephant in the room known for strategic-scale successes in another game. However, that game was made famous, and remains profitable, precisely because of the grand strategic aspects of their high-level PVP. Not just military, but economic and political as well. That's well out of Mechwarrior's scale, it's not Battletech: Total War or Inner Spheuropa Universalis after all. But it makes for compelling narratives driven by players, and that's the holy grail of the MMO experience.
Even Planetside only had something as interesting happen once, and that's when an oversight meant one side was actually threatened with annihilation.
The only thing you need to do to prevent a theoretical Goon domination in a strategic context in MWO is to be more coordinated. Hell, half the battle is just being able to show up when the fight's scheduled to go down, and that's true in both WoT and EVE. So, really, it's worth thinking about.
Edited by TG Xarbala, 18 August 2012 - 04:25 AM.