While there are plenty of big changes that could dramatically improve FP, I have tried to think of smaller fixes that could nudge the game mode in the right direction.
Improving the Loyalty Experience
1. When voting on who to attack, give Loyalists a vote multiplier based on their rank within a faction. This way a faction's most dedicated players have a greater say than some rank 1 alt account.
2. Give loyalists something to grind beyond Level 20. I think loyalists should be able to keep leveling up. Perhaps it could be a seasonal grind that resets every new season. This opens the door to seasonal prizes and encourages people to show up.
Improving the Mercenary Experience
1. Make weekly contract modifiers based on active population within that faction instead of just a sum total of players with the faction tag. Some factions have a lot of inactive accounts or players who stick to quickplay. If a player hasn't played a Faction Play game in 2 weeks he shouldn't count toward that faction's population.
2. Show a mercenary unit's faction contract in the leaderboard. For people like me with large friends list, I can usually piece together who is where, but for the rest of your players, this information should be more readily available.
Improving Invasion/Attack
Players should be awarded and recognized for damaging Generators and Turrets. Currently the only thing they get is a small reward for a turret killing blow. Instead, it should be based on damage dealt and expanded to include generators. Ideally, I would like to see this sort of team play put on the public end-of-round screen next to damage. If that's too difficult, then you could just lump it into their total damage. Either way, a player who is shooting at the objectives should not feel like they are wasting their ammo while their teammates are ignoring it. The cbill reward could match the regular mech damage reward.
Improving Scout Mode
1. The Gatherers should not be allowed to hide next to the extraction zone and leap into it at the last second when Protectors are sitting in the square. There needs to be some sort of bone thrown to the protectors here. Even if it's as simple as the extracting mech has to stay in the square for 5 seconds before he can leave. You could make it intuitive for players by adding an "uploading intel" progress bar when you enter the square.
2. Drop max tonnage down to 50. I think the 55 tonners create too many issues on both sides. Lowering the tonnage would also give the light mechs more of a fighting chance.
Other:
1. Bribe people into accepting Call to Arms. Could give people 30% boost to Cbills for joining a call to arms, or some small bit of MC. You could even add achievements: "join 1,10,50,100 call to arms matches..."
2. Replace Long Tom with something else. Something that provides an indirect advantage without scaring players off the planet.
3. MC payout for planet capture should be proportional instead of winner-take-all. This will allow smaller units to get their fair share and will encourage people to care more about planet capture.
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Some potentially larger things that I can't help but mention
1. Mercenary Hiring hall. We need a way for struggling loyalists to hire guns for their faction.
2. Something needs to be done for struggling factions. Either they need to be killable, or we need some sort of alliance/vassal system to give people in these dead-end factions a way to succeed.
3. I think loyalists should be able to vote for specific planet to direct their front as they desire.
4. We need planets like capital worlds and Terra to be contestable. Right now it's so anti-climatic for a faction to reach Terra. There needs to be some sort of special event for these major worlds.
5. More base-stuff. I like what I'm hearing about the new Assault Mode. We should have that stuff in Faction Play too.
6. Capturable Forward Drop Zones. If these drop zones were placed by the gates of bases, they could allow attackers to reinforce back into the fight just as the defenders do. Cutting off an attacker's reinforcements by disabling the drop zone would be an important task for the defenders. This would make the game much more fluid as a steady stream of reinforcing attackers fight a steady stream or reinforcing defenders. Placement of these drop zones would be key for proper balance and players would need to be given choice over which drop zone they want to drop in to avoid being swarmed/camped. The dropships would also need to be weaponless to give defenders a chance of disabling them.
7. Factions need Unique attributes or Quirks that set them apart from one another. Joining Liao should be different than joining Marik. These "quirks" should be Faction-Play related bonuses instead of generic weapon/hitpoint buffs. For example, one faction could start every attack phase with scouting at 55%. Another Faction could have 255 ton drop decks to work with instead of 250. A third faction might have dropships that come every 15 seconds instead of every 30. You guys get the idea. FP-specific quirks that make joining a specific faction more meaningful for the player.
Ugh this turned into a TLDR. Sorry!
Edited by Jman5, 22 July 2016 - 10:42 PM.