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Suggestion: Faction Bonus/malus System


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#1 Nainko

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Posted 08 February 2016 - 04:26 AM

Dear MWO-Community,

In CW we often faced the problem that too many active players were on the same faction at the same time. I think, my idea of a bonus/malus system could be very interesting especially for merc units and new players. A merc goes to the faction which pays him/her best, that’s the merc’s nature. A faction with has less active soldiers has less expenses, so they could rise the benefit for the people which fight for them. So much for the role-play factor.


At first we have to define an active CW player. Its definition “could” be:
- Played at least 5 CW matches in the last 7 days
- Played at least 10 CW matches in the last 10 days
- Played at least 25 CW matches in the last 30 days

It is not important which of these is be used or a totally different one, as long one is used as filter on all CW players. No matter if they fought for one or several factions in this time. The system is already tracking this information, so it must be easy to read out this data.


We have 10 factions, so it would be optimal if each faction had 10% of the total amount of active CW players. This will of course not the case. At first we need an overview which faction has how many active players. A simple overlay attached in the inner sphere view would be sufficient.


When a faction has 10% active players, all MechWarrior fighting in CW for this faction should get 100% C-Bills and 100% Loyalty Points. (Base value, Mechboni Equiptment boni come on top of that)

Each faction that differs from these 10% would get a bonus or malus of 5% on the C-Bills and Loyalty per 1% difference.

If a faction has only 9% of the active players, all MechWarrior fighting in CW for this faction should get 105% C-Bills and 105% Loyalty Points.

And a faction which has 13% of the active players would get a malus of 15% on C-bills and Loyalty Points.

The bonus/malus could reach up to 50%, if a faction manage to have only 0,49% or less of the active players or one faction would have 20% or more of the active players.

I think that every merc unit would like to get better payed and make easier the Loyalty Achievements. The same applies to new MechWarrior. They would rather join a faction in which they could gain faster more profit.

I don’t see a reason why this should not be done for the upcoming solo-queue and unit-queue. If you are in a unit. And I think it should be applied to the MC system for planets as well. (!)

To make it again clear, the system should NOT take all players into account, only the players which are qualified to be active players. The calculation of the amount of active CW players per faction can be done with every cease fire.

This would be an easy to use and easy to understand problem which benefits players in small faction for their duties more than the one in huge factions. But it will make the smallest faction always be the most attractive faction for merc units or new/solo players to join.

And it would regulate a little when many active players change the faction in a short period of time. If a heavy weight is jumping between the scale pans, it must cause a bigger impact than a feather weight.


I hope this could at least be an inspiration to the right people.


Please excuse if my English was not perfect.
Please try to discuss always constructive.
Don’t spend too much time on “What is an active player” question Posted Image


Thank you for reading

#2 Kin3ticX

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Posted 08 February 2016 - 04:35 AM

The current unit cap of 512 rivals the size of less active factions like Laio, Marik, and Smoke Jaguar

granted, these numbers are from Dec '15
  • Davion: 1601
  • Kurita: 1477
  • Liao: 614
  • Marik: 678
  • Rasalhague: 1905
  • Steiner: 1740
  • ClanSmokeJaguar: 812
  • ClanJadeFalcon: 1974
  • ClanWolf: 2704
  • ClanGhostBear: 1269


#3 AngelusDD

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Posted 08 February 2016 - 05:09 AM

well, i don´t know what PGI has up their sleeves for CW phase 3, but Nainko´s suggestions sounds good.
and it is dynamic, so doesn´t need constant re-balancing what ever the future holds for us.

so +1

#4 Nainko

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Posted 08 February 2016 - 05:27 AM

@ Kineticx: I'm sorry, but why has the unit cap of 512 has any influence in that I was referring to? If your unit grew that big you should think about to split up and make two big blocks fight in different areas of the map. Monpolism is the exact opposite of a game with 10 factions needs.

Edited by Nainko, 08 February 2016 - 05:29 AM.


#5 Mogney

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Posted 08 February 2016 - 07:37 AM

Marik and liao could be combined iNto a permanent alliance.

#6 Mogney

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Posted 08 February 2016 - 12:00 PM

Russ tweated that there wilL be automatic reward adjustments basEd on population in phase 3. :)

#7 Mogney

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Posted 10 February 2016 - 10:07 AM

The hate runs deep I see lol.

#8 Sandpit

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Posted 10 February 2016 - 11:41 AM

View PostDr Tachyon, on 08 February 2016 - 07:37 AM, said:

Marik and liao could be combined iNto a permanent alliance.

no thanks Posted Image

There's no need for a permanent anything in a game revolving around galactic politics.

#9 Contrex

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Posted 24 February 2016 - 06:36 AM

Dont forget this.... So i gonna bump it up again.

His suggestion is somekind of stockexchange for merc units. Its a tool to control, there is no side overpowerd. The market gonna control himselfe.
If a party is low on mercs, the fee will raise. The higher the fee is you would be able to earn, the more people will join. So a party with a low amount of mercs, is an attacktive choice to go to. The more people would go there, the lower will the fee be. So less people will join, but some will even leave to a party with higher fees granted (because of low merc population).





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