What Would You Be Willing To Give Up For Fp
#1
Posted 21 July 2016 - 03:52 AM
What I want to know is what restrictions on Mechs and play style people are willing to accept.
One problem with FP is that mech destruction does not matter. Simply drop again with the same drop deck, nothing carries over and therefore how well you did in a fight does not matter.
Currently FP uses all the mechs you bought if of the right type i.e. IS or clan.
To add risk to faction play if a mech gets destroyed it should have to be repaired.
Also a mech should be a valuable resource and so risking it should be risky.
So would it be acceptable for FP to use a separate pool of Mechs from the quick play pool? Thereby limiting the mechs available to play
For example: You might have 100 mechs available in quick play. But you have to pay a fee to make it available in FP (does not effect availability in Quick play). In FP that mech needs to pay for rearm and repair. You can only select from FP mech for FP and there is a limit on the number of mechs (say 4) that you can have available in FP.
#2
Posted 21 July 2016 - 04:08 AM
PGI
/end thread
#3
Posted 21 July 2016 - 04:09 AM
To answer your question as best as I can: I'd be willing to "give up" any of a variety of mech choices, or be limited to a pool of only a few mechs if I thought it would actually help address any of the actual problems with FP. I just don't understand what mech selection has to do with those actual problems.
#4
Posted 21 July 2016 - 04:50 AM
I think an underlying problem with interest is the lack of a personal narrative. In order to make a meaningful personal narrative you have to have some adversity, so additional strategy a bit more I do this or I do that.
One of the ways of doing this might be in the creation of a pilot that has to manage his limited resources. That's not possible with the current unlimited and without consequence access to all bought mechs.
Building from a low base to be better in FP is not possible as in reality starting with a line up of all the mechs you've bought and upgraded is not a challenge.
#5
Posted 21 July 2016 - 04:56 AM
I posted a fix for faction play that would make all matches count for something. Including the fact that quickplay matches should effect the movement of the map.
#6
Posted 21 July 2016 - 05:00 AM
Repair and rearm was banished from this game for good, never shall it return.
#7
Posted 21 July 2016 - 05:39 AM
FP suffers first from fundamentally stale and limited gameplay, second from lack of immersion.
R&R is not a great way to approach immersion. If anything, give certain bonuses (cheaper purchase, cheaper equipment, Cbill bonus) for using "faction friendly" 'mechs (like the EJB for SJ; the Vindi for Liao). But penalizing players for going into FP will just drive away more people with cursory interest.
But first, if PGI is going to put more resources towards FP, it should be towards more variety of game modes and maps.
#8
Posted 21 July 2016 - 06:08 AM
#9
Posted 21 July 2016 - 06:34 AM
So CW/FW will stay dead and there is nothing the old guard can contribute to MWO anymore.
#10
Posted 21 July 2016 - 06:47 AM
#11
Posted 21 July 2016 - 07:51 AM
Bud Crue, on 21 July 2016 - 06:08 AM, said:
Exactly.
this wasn't a detailed proposal because to make it work would need a reworking of lots of aspects. However I was interested in whether people would agree to a limited pool in return for something better
#12
Posted 21 July 2016 - 03:51 PM
CW was going to start off as a seasonal game but many did not like that idea so that was taken off the table at the time. Of course none of us knew exactly how CW was going to be setup, but many were basing their expectations on previous experiences, be it Leagues or MPBT or other games.
Many speak of depth but that can mean different things to different people. FP is a minimum variable product, or is it? Orbital Cannons on sparsely populated border or periphery worlds? /winks Shortage of maps? Some of the QP maps would do well in FP, and some of the FP maps would do well in asymmetric QP, especially if Defend/Attack, aka Assault mode, but with a designated defender and attacker.
You suggestion about limiting FP mechs after being destroyed would play to the R&R aspect. One way to work it though would be that after a week's play and being destroyed/repaired/etc, said mech variant would be out of commission for a week, forcing the player to change their drop decks.
It COULD be a different touch on things but several of the underlining issues would need to be reviewed and resolved though, both technology difference and other aspects, as it would create a bottleneck with current game play.
The other side of the coin though, with current setup, is the side winning by a huge margin wiping out the incoming mechs instead of taking out the gens and Omega. Currently tis nice to take out a few of the winning team's mechs and such instead of ending the game quickly but to have the additional issue of not being about to use said mech after pass the weekend in FP would generate animosity between people.
It would also force those who really want to play, to purchase more of a specific mech. In PGI eyes that could be a win, mechbays and new mechs that are only available with cash/MC... but leave those out who are not or not willing to fork over the cash for mechs, and lack the C-bills to purchase those available for Cbills.
One last thing, the mechs that would not be limited would be Trial Mechs, those could be considered unit stockpiled mechs.
Edited by Tarl Cabot, 21 July 2016 - 03:56 PM.
#13
Posted 21 July 2016 - 04:00 PM
I dead set do not understand how a mech limitation logic could possibly work. You spend all the time grinding, outfitting mechs - only to be told you can't use them?
*shakes head*
#14
Posted 21 July 2016 - 04:17 PM
My suggestion would be to make worlds into Tiers, where Tier 4 = 13 sectors (current setting), Tier 3 = 27 sectors, Tier 2= 43 sectors, Tier 1= 61 sectors, to make each planet different from the next one.
#15
Posted 21 July 2016 - 04:23 PM
Frankly, I'm not sure how the OP's suggestion would help.
There are...okay, there are a lot of issues. Let's look at one.
Player population. Player population, or a lack of, is the reason FW doesn't have a matchmaker. There are literally not enough people playing FW to even bother attempting to sort them by...whatever, ability, play-styles, master mechs vs trial mechs, whatever.
This suggestion, once you run out of mechs, you are out of FW until you repair all those mechs, whether there is a cooldown period, or you have to pay c-bills.
Placing a restriction on a minimally viable playerbase is not a solution to FW problems.
Edited by Kael Posavatz, 21 July 2016 - 04:31 PM.
#17
Posted 21 July 2016 - 08:39 PM
#18
Posted 22 July 2016 - 12:55 AM
Would like more maps, with multiple objectives, that offer a variety of strategic options for engagement/objective play.
Where all weight classes are viable depending on your strategy.
How about destroying a giant dam, or a transport train that is moving, dropships before they take off, or whatever creative fun thing you can think of.
FW in its current iteration gets boring pretty fast.
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