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Potential Cw Fix?


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#1 Falco Sparverius

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Posted 26 January 2016 - 09:10 PM

There appear to be several common issues with the current manifestation of Community Warfare, now more commonly called Faction Warfare. The larger, or at least more systemic, issues being (1) there is currently no reason to fight other than earning C-Bills per match and (2) there is no built in method to help balance the number of players in each faction. For what it’s worth, I’d like to offer up my take on a potential solution.

Holding territory needs to mean something tangible. There needs to be an incentive. My proposal is to develop a reward system whereby eligible players (those that have played a least x number of CW matches in a week, maybe 3-5) are given a tiered C-Bill bonus each week. The amount of bonus should be based on several factors;
  • Amount of territory held by the faction: A simple base C-Bill amount per planet would be fine.
  • Number of individual players in the faction during that week.
  • Length of contract: Loyalists would receive 100% of the bonus while those holding progressively shorter contracts would see an increasingly non-linear reduction in bonus (e.g. bonus modifiers of 1 for loyalist, .4 for month long contracts, .2 for two week, and .1 or less for one week contracts). There needs to be a significant reduction in the bonus outside of loyalists.
The formula would end up looking something like…


Player Bonus = ((#Faction Planets * Planet Base Value)/Faction Player Base) * Contract Modifier

Example: Assuming 10M C-Bills as a base planet value. In a faction with 2000 players that meet the eligibility requirement and 100 planets held at the end of the week long cycle; loyalists would receive 500,000 C-Bills, month long contracts 200,000 (.4 modifier), and so on.

Loyalist: ((100 Planets * 10,000,000 C-Bills)/2000) * 1 = 500,000

PGI could evaluate the planet base value against their current player base to make the actual bonus in something meaningful. I’d think that all variables being equal the bonus should be in the range of 1M C-Bills per week to have a meaningful impact on behavior.

Now, here’s why I think this system could help solve a few of the current issues with Faction Play.

First, this essentially creates a market system where Units/Players may be attracted to a faction with a huge planet base because of the larger potential C-Bill bonus. But as the faction membership swells in comparison to other factions the overall bonus has be shared between more and more players, creating an incentive for mercs to move on. This should help balance the general player base as well as provide an incentive the large merc units to play in opposing factions: the C-Bill bonus would be very diluted if several of the large Mercs were in the same faction.

Second, it now means something to hold a planet! If PGI were to value some planets differently then we could start to see some strategic game play on the map. Planet values could receive a modifier on the base value according to its natural resource abundance, industry base and mech production facilities, commerce hubs, or just its place in the universe as an attack/defense pathway.

Anyway, most of the chatter I've been hearing involves limiting unit size or mandating where larger or tier 1 units can move to. I personally prefer carrots to sticks.

#2 jarien13

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Posted 27 January 2016 - 07:39 AM



#3 Sandpit

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Posted 27 January 2016 - 10:49 AM

View PostFalco Sparverius, on 26 January 2016 - 09:10 PM, said:


Anyway, most of the chatter I've been hearing involves limiting unit size or mandating where larger or tier 1 units can move to. I personally prefer carrots to sticks.

PGI has always been about the stick.

They don't understand how to limit choices without making players feel "forced"

#4 sycocys

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Posted 27 January 2016 - 11:12 AM

Last time I broke a permanent contract it cost me all of 1 million c-bills. So like 4-5 quick plays or 2-3 CW matches at the most.

Unless that has wildly changed there's little reason not to take the permanent bonus ever.

#5 Lord Creston

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Posted 27 January 2016 - 02:52 PM

I like the idea of active population being a balancer. Having roughly an even number of players per side goes a long way towards faster matches. Also giving higher rewards for beating tougher opponents would be a nice touch. Good rewards for an elite unit fighting off the hords since they are in a low population faction. Good rewards for taking on challenging teams even if you are high population. Basically underdog scenarios pay out.

#6 ztac

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Posted 27 January 2016 - 03:05 PM

Fun is what I look for .. and being stomped is NOT FUN!

If you start dishing out even more benefits to the easy wins brigade you will kill CW even more ...... Reason is that the try hards will try even harder and the few casuals left will disappear .

Fact is ever one wants a chance to win a game or at least make it close...... Not lose embarrassingly!

#7 nehebkau

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Posted 27 January 2016 - 03:08 PM

A SIMPLER CW FIX:

Clanners only attack Clanners and IS only attack IS... CW balanced and fixed.

#8 sycocys

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Posted 27 January 2016 - 03:59 PM

View Postnehebkau, on 27 January 2016 - 03:08 PM, said:

A SIMPLER CW FIX:

Clanners only attack Clanners and IS only attack IS... CW balanced and fixed.

Simpler fix +
A third queue for Clan vs IS for us idiots that like challenging matches. 3 Queues is all CW really needs instead of the ~30 possible options. Go back to either of the Tuk events and see how much more people (pugs especially) enjoyed that setup.

#9 nehebkau

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Posted 28 January 2016 - 08:10 AM

View Postsycocys, on 27 January 2016 - 03:59 PM, said:

Simpler fix +
A third queue for Clan vs IS for us idiots that like challenging matches. 3 Queues is all CW really needs instead of the ~30 possible options. Go back to either of the Tuk events and see how much more people (pugs especially) enjoyed that setup.


I am beginning to wonder if JP and the rest of you OLDs really want a challenge since you spend your times as clanners in much the same way that a polar-bear swimmer spends time in the water :)

I did, recommend, a long time ago a couple of solaris-esque planets for solo's to beat each other up on... but you have to admit with Clanners NEVER fighting IS and IS NEVER fighting Clanners all of our balance issues would be resolved :) :) [saltiness off]





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