1) Make the worlds mean something
A no-brainer, this is in the works, but how? What do you do to make taking a planet, tagging a planet worth-while? I'll get to this in a later idea.
Currently, you take a planet, and it change from one color to another. Neat. Do that more than five times and you will literally hear your soul try to escape from your body. And it's pointless. Through three iterations of CW, this is still the same, and the results will likely be the same: people will get bored, disenchanted, populations will plunge, and you'll be left only with an occasional curious PUG butting heads against seasoned 12-mans.
2) Tonnage Balance
One of my ideas, lower the tonnage for the IS by 5 tons, allow the Clans to select UP TO four mechs. So if a Clan player wanted to fill their drop deck with three mechs instead of four, they could do it.
Why? This is lore-based: they'd sacrifice numbers for quality. Likewise, a Clan player could sacrifice drops in a match for firepower.
3) Dump Mech Quirks, But...
Hear me out:
Quirks create obvious winners and losers in a competitive drop deck. If you aren't dropping with a Stalker 4N or Thud 5SS (currently, this slot is the BJ with its ridiculous quirks, but I suspect those will be adjusted to more reasonable levels shortly, then it'll be back to the 5SS) in your deck, you are probably hurting your team. Those mechs are so strong that it's hard to justify taking a different mech over it.
That's not a good system. By the time the Archer drops, I'll have 145 mechs (all IS). In CW, I can realistically use about 8 of them. That's 137 mechs that just sit there gathering dust. After I've been playing CW for a while, I'll bounce back to the quick queue and play some of those mechs. They are FUN mechs - there's some real gems in there, but...in the meatgrinder environment of CW, only superquirked mechs stand a chance. Everything else is just quickly-killed fodder.
How about this: tie the quirks to weapon makes. So a 5SS would no longer have all the quirks it has: just the slots. However, IS players would have access to the following (just an example):
- Kong Interstellar Corporation Medium Pulse Laser (based on Connaught - this will be important in a second): +5% Cooldown (good), +5% Heat (bad), +5% Range
- Blankenburg Technologies Medium Pulse Laser (Terra): -10% Heat (good), -5% Range (bad)
- Ceres Metals Industries Medium Pulse Laser (Capella): +10% Cooldown, +5% Heat
- Etc
Now if I want my Locust to have a huge ERLL boost, I could buy the ERLL that has the big range boost (likely at the cost of running cool). Mechs would be back to what hardpoints they have.
Tables for this exist on Sarna - making individual tweaks in a spreadsheet would be easy enough and PGI? I'd totally do this for free.
Finally, bring back some form of damage. In the original Mechwarrior, you'd sometimes have your good mechs sitting in a garage because you couldn't afford to fix them. You'd run your bad mechs in cheaper missions until you had enough money to fix the damage on your good one. MWO doesn't need to go that far, but there should be some cost for getting your mech totaled.
If you're a loyalist? Make that cheaper. It should only rarely be higher than your earnings for a match (even in a loss, so 100k or less, unless you're in an Atlas that gets wrecked), and it shouldn't apply while a player is still on their cadet bonus, but some kind of mechanism along those lines. This could also go back to worlds: if you Faction has a production plant for that mech, the repair is cheaper. If not, more expensive. If a weapon is destroyed from a planet that your Faction no longer controls, you have to go with a different one (free switch, but different quirks). Clans? Well - they still have mass production, so this cost would be less.
4) Ramped Earnings for Merc Units
Mercs want to bounce around - that's just the nature of the beast. They don't have a faction loyalty, they want to play where they want, when they want. This is a game, that's fun for them.
Right now, there's absolutely no reason not just bounce from faction to faction to faction. There's no consequences. Let's change that.
Lore-wise, merc units switching sides, especially if they were bigger merc units, was a BIG deal. While you can't enforce that kind of role-playing in a game like this, you can reflect it in game mechanics. How? Like so:
When a merc unit signs up with a faction, they start at a very low base. Each week they stay with that Faction, let's say, these earnings go up by 5%. Likewise, they earn a negative 5% every two weeks with the Faction(s) they attack.
When they switch sides, if they go to a Faction they were previously attacking, not only are they back to that base earning rate, but they then have to overcome the negative percentage.
Now the final piece: the larger the unit, the more this % hit would be. Say for every 100 members, there's an additional 5%? And maybe limit how many mercs a Faction can employ. While this isn't so fun for the merc, it's not a lot of fun for the rest of us when the HUGE merc groups all go to the same place.
5) Encourage Clan Role-playing through XP and Cbills
Another thing I've said often, the Clans had supermechs. That was the whole point of the Clans: they had better pilots, better mechs, better technology, etc.
You can't force Clan players to play one-on-one or reduce their drop weight just for the role-playing lawls. Instead, encourage the behavior through XP and Cbills: Solo Kills get a huge XP and Cbill boost, Assists get nothing as they're "dishonorable."
I would love to see an option for a Clan drop deck that's "light," dropping below the available tonnage, get a Cbill/XP boost too. You drop in three Stormcrows vs a dude who drops in two Dire Wolves would mean you'd earn more than them. For each member of a Clan drop that goes under, there's a % boost there, too (so if everyone cuts their deck short on tonnage, the XP/Cbill bonus would be similarly large).
It would sure make those PUG drops more exciting if a Clan 12-man, instead of dropping a full 48 mechs, max tailored to take advantage of all the available tonnage, instead dropped with 36 mechs made up of Actic Cheetahs and Novas. Could they still stomp the PUG? Could they? Probably, but the challenge would be awesome.
6) Implement AI Vehicles/Infantry
This is just flavor, mostly, as vehicles are well inferior to mechs. But I'd much rather be fighting a mobile tank once inside a base than stationary turrets. Suddenly scouting would matter: "Where are those four Ontos tanks? Patrolling the far side? Okay - push now!"
What if Omega, rather than a huge gun, was now a Mobile HQ with its own gun? What if you had to escort it around? What if the huge gun was a Long-Tom III? What if it could actually help out by shooting during the match if a scout gave it line of sight (and the enemy weren't within its minimum range)? Pretty scary, right?




























