There was already a game that executed a persistent online map near flawlessly. That game is Chromehounds. I've suggested some solutions from CH but I've been getting a lot of blank stares; it's surprising to me that MWO fans don't know about CH. Much of the information about this game has been lost or forgotten, so I'd like to share how PGI could learn from the successes and failures of this game. The main reason why this game was not very successful was their flawed economic model (PGI implementing MWO with a F2P model is WAY better imo). Here is a short video review which highlights the features of the "Neroimus War", Chromehound's FW.
I'd like to point out a few key features described in this video:
- @ 4:20 - World map UI and map selection. Each "territory" has 4 maps within it that you fight over to capture for your faction.
- @ 4:35 - Lobby map to plan your strategy with markers, waypoints, etc.
- @ 4:50 - Multiple win conditions
- Units had a member cap. Chromehounds was 20 - MWO should be something like 100. This makes leaderboard racing and other influences more balanced.
- "But a unit will just split into 2, 3, 4 separate units and be controlled by one! How do you keep this from happening?"
- Below incentive: Be #1
- "But a unit will just split into 2, 3, 4 separate units and be controlled by one! How do you keep this from happening?"
- If a member leaves or is kicked from a unit, all of the points accumulated during that member's time with the unit should be wiped from the unit.
- What do I mean by points? This should be integrated in phase 3. Every time you win a match, you get a flat rate capture points, lose and you lose them, etc. If your unit is tagged on the planet, you get a capture point bonus. This not only has an affect on the micro-sphere, but macro as well (leaderboards) etc.
- You also get overall points, call them Renown Points, for playing a match. Something like triple the points for winning. Also a separate leaderboard. Renown will reflect activity of sorts, Capture Points will reflect win% impact.
- Merc units would be tough to balance here. Main point to take away is only 100 members can contribute to the unit's leaderboard total.
- What do I mean by points? This should be integrated in phase 3. Every time you win a match, you get a flat rate capture points, lose and you lose them, etc. If your unit is tagged on the planet, you get a capture point bonus. This not only has an affect on the micro-sphere, but macro as well (leaderboards) etc.
- Map resets. Either by in-game mechanics or time. Ideally, come up with a mechanic that "ends" the map "war" every 2-4 months. One of the factions "win".
- Once a faction has lost enough territory, they "surrender" to the occupying faction and can only launch matches from one planet, their capital, as more of a "rebel" unit.
- There are leaderboards for each time period, or war, which reset. Those who are, say top 3, for each war get some kind of bonus (c-bill or MC, unique cockpit flags, etc). This is top 3 or so for all factions combined, not top 3 for each faction.
- The overall winning faction gets awards, obviously lesser than top 3 rewards, but still something to be proud about like a cockpit flag.
- Once a faction has lost enough territory, they "surrender" to the occupying faction and can only launch matches from one planet, their capital, as more of a "rebel" unit.
- In-Game News Flashes
- If a major unit defects to another faction, there should be an in-game notification.
- If a major territory falls to another faction, there should be an in-game notification.
- News reports and etc will help with visibility and stir the pot.
- If a major unit defects to another faction, there should be an in-game notification.