Ano, on 11 April 2016 - 04:02 PM, said:
Sjorpha, I think you have some excellent ideas here for a strategic layer to FW that is sorely lacking at the moment.
Thanks.
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Regarding mercenaries in "resistance mode"
If (for the sake of argument) we're assuming that resistance mode is effectively the government/military-in-exile trying to take back their capital world from an occupying force, rather than cancelling all Merc contracts, would it not make sense to incentivise Merc contracts by increasing rewards temporarily?
The "fluff" for this would be a desperate government calling on all available mercenaries and allies to assist them in the liberation of {wherever}. The mechanics could be some kind of automatic escalating bonus rewards for players fighting to liberate {wherever} -- with the bonus rewards, whatever form they take, increasing by small increments with each passing day/ceasefire cycle. Only mercs who hadn't taken part in the occupations of {wherever} would be eligible for these rewards,
My concern with the cancelled contract situation is that it seems very possible for factions with relatively low loyalist populations to be near-permanently occupied.
I understand this concern, but in my opinion, the idea of increasing resources for losing/occupied factions is completely backwards.
It's superficially appealing to "balance" populations this way but the problem is that it punishes winning and rewards losing, a breach of competitive logic which is ultimately much more demoralizing than losing itself.
Instead of rewarding losing (in fact, losing should be punished with a decrease of resources!), you have to make the underdog position
fun and interesting in itself. Not everyone has to like it, but enough people do, and those are the types that will sign loyalist contracts in the first place. (The FRR hub was founded on the backs of players with this kind of "resistance" mentality during CW phase 1 when the FRR was constantly defending it's last few planets, which should prove that being in such a position can be very rewarding and fun)
You also have to consider that a faction in resistance will use all of it's resources to fight for a single planet, the capital, while the occupying faction has to both keep fighting all of it's other fronts as well as trying to defend the occupied capital against the rebellion.
If the occupied faction kept all of the mercs it would be way to easy to take back the capital, it would destroy the concept because it would remove the underdog feel of being in resistance, removing the challenge and making it far less rewarding.
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In any case, I like the occupation/rebellion mechanic; with some non-currency rewards in place (title: "Liberator of Luthien"; title: "Conqueror of Tharkad; temporary/permanent faction pattern unlocks for used mechs, etc) it could make a pretty compelling chunk of gameplay, and generate some interesting ingame stories/fiction.
Yup, lots of potential for roleplaying and fleshing out with dedicated gamemodes, maps and special rewards.
slide, on 11 April 2016 - 06:45 PM, said:
I like some of your suggestions, even if they are just used to give a strategic level to the game. That alone would make the game more appealing.
As for the idea of a specific "Win Condition" I am not so sure that it would be in the best long term interest of the game.
If Faction A achieves win condition X then you contend that the map should be reset and we all start over. This can be as much of a disincentive as not having a win condition. If the faction that won now has nothing but a few trinkets to show for their effort, why would they want to do it over again. We already have evidence of this happening from the 2 map resets we've already had. Additionally why would the losing sides want to line up and do it all over again if nothing has changed and the same out come is likely. We have already had complaint threads about a potential Tuk3 event saying that the same result will be achieved as the first 2 so why bother.
...
You don't win at life, you achieve your goals (or not) and move onto the next one. The larger game in MWO needs to be like this.
You and I have a different relation to gaming that I think might be incompatible. Life simulation type games are, in my opinion, not very interesting. They can be interesting conceptually, but I'm not inclined to play them in most cases.
I'm competitively minded when it comes to gaming, and to say "what is the point of winning in this game?" makes no sense from a competitive perspective. Winning is THE point, or more accurately
competing is the point and the win condition is
what enables competition in the first place.
The map resets up to this point have been meaningless and demoralizing precisely BECAUSE they didn't follow from a victory/loss conclusion.
What happened was that all the effort everyone put into the game was arbitrarily wiped out and then the score was "settled" in events completely unrelated to the war previously fought on the map. This is a good example of how to surgically remove all meaning from a game for competitively minded players. In fact it is as if a competitive tournament would ignore all the results up until the finals and then randomly assign two teams to fight for 1st place, the whole tournament up until then would be meaningless.
To reset a game after winning or losing it
is a completely different thing, this happens in every game and it doesn't remove any of the meaning because you have had your competition+win or loss and are now ready to try again. Think of any game ever, play a game of magic the gathering or chess or settlers or CS:GO, you play, you try to win which leads to intense and fun competition, you win or lose, you get energy from the fun competition you had and are now ready to try again and improve. Obviously you reset the board between each game, and everyone is ok with that because the game was properly concluded in the minds of both winners and losers.
I want to stress that this logic holds true for most casual players as well, for most people the thrill of competition is central to the fun being had even while you are roleplaying or testing fun builds or what. You don't have to play in tryhard mode in order to enjoy copetitiove game design, whether you are aware of this reason behind you fun is another matter.
Ember Stormfield, on 12 April 2016 - 12:17 AM, said:
Considering the size of the start areas for clans then losing home world is unfair!
Yes, that discrepancy is why I deliberately designed the victory condition to be easier for the clans, they only have to
temporarily occupy 2 IS factions to
open up terra. The IS has to occupy
3 clan factions at once.
It's only a suggestion though, you could unbalance the VC a bit more if the planet advantage of the IS is still too big.
Edited by Sjorpha, 12 April 2016 - 01:14 AM.