in regards to attack lanes and finding matches in FW, I've heard lots of good ideas.
what about the idea of allowing Loyalists to start lobbies in order to attack/defend. If they don't have a full 12-man group, the lobby opens to the rest of the player base, who would just join a general queue for matches. Most pugs really don't care who they are fighting for, they're just looking for matches. They already gravitate to the most populous attack lane anyway.
We can give first preference to fellow House/Loyalist teammates not affiliated with the faction, then House Mercs, then other houses/Clans.
This would help populate attack lanes faster, and perhaps inspire players to spread out to other factions in order to take advantage of the spread of matches.
Being able to start lobbies would be one of many perks to being a Loyalist. The Loyalty Rewards system definitely needs a rework, allowing the ability to earn House/Clan specific items like colors and decals. I was excited when I earned my House Liao Banner, until I realized it was just a cockpit item....but it is the only House/Clan specific item to win.
Merc Companies can be allowed to start Lobbies, but only after earning the privilege by maintaining good relations with the House/Clan and performing well in drops- Call it a Long-term Contract perk. Most Houses would use new Mercs/Troops as fodder anyway, sending them to fill out unit defenses and garrisons. The ability to actually call an attack would only be awarded to the best of the best, ie Gray Death, Kell Hounds, Black Watch, etc etc, not Joe Smiths Whiskey Smugglers who just joined the house 3 weeks ago .
and when it comes to Merc Contracts, there should be a limit on how many Mercs a house can employ. Call it a simple economy based on planets owned, or whatever.
If there are 1000 total Mercs on contract across all Houses/Clans , maybe limit each to being able to pay 200. Now, if your Merc company happens to have 200 players, then that is all that can be hired. If that Merc unit only fields 40 players for FW, well then that's on them. Maybe give House Loyalist units the ability to approve contracts- they are basically The House anyway.
You can also regulate size of Merc units. You require 4 mechs to even start a Merc unit, so that can be the beginning size. Through activity and successful drops, you can buy (with C-bills, unless you pay MC for each victory or participation in planet drops) another Lance, eventually being able to field a Company(3 Lances- 12 mechs).
a Battalion would be 3 Companies- 36 mechs, and would require more investment, possibly even many successful contracts and drops, battle distinctions and whatnot. It's an earned benefit.
the basis of all this is to get enthusiastic players into units to play FW. There can be an option to unlock Auxiliary Forces, which would be the casual players most units seem to be filled with anyway. You can call these support personnel, new recruits, replacement pilots, whatever. But again, it is a benefit to Success/Loyalty.
There would be nothing to stop people from forming casual groups, but they would be last preference in drop formations (Loyalist, House/Clan pugs, House/Clan Mercs-maybe success can allow good units to jump the queue here- , then other House/Clan units, other House/Clan pugs/Mercs, unaffiliated pugs/Mercs).
as for attack lanes. Allow 1 per House. if they have 3 Loyalist Companies, allow the units to be able to purchase the right to start their own attack lane for a specific area(secondary Front). As an example, House Liao has TCAF on the Main Front, driving through Davion space to reclaim planet Liao. House Liao also has 4TCR along with some other smaller Loyalist units than can field over 2 companies. This would allow 4TCR, not wanting to step on TCAF success, to open a Second Front, driving towards St Ives in Davion Space. There are multiple military districts in each House, so this would fit with lore. Our front would deal with that area/district.
It is also very easy to find out what planets have specific factories/benefits on them. My Battletech 2050 readout from 1986 has that info on what planets mechs are built on. Owning that planet could give a discount to Loyalists(only) on purchasing mechs that their House 'owns' Mercs, would pay full price, because they are customers, not army. It's another Loyalty perc.
this is what I got for now. but this is all basic stuff that can be easily implemented to help spread the player base. I may not be wording everything as exactly as I have it in my mind, but it should be pretty simple to understand.
Changes to the awards in the Loyalty tree would be great, more achievements would cool. Even FW specific ones. Many other games award with either unique items, or store(MC items)- yes, you would be paying players to play, but isn't that what this meeting is all about? And it's not like you would be paying them all the time. But every quarter, maybe drop a few few more achievements, quest, goals to players to fight towards. Something maybe for units- capture 1 planet, 3 planets, 5 planets, etc. And Defend 1 planet, etc etc. Rewards could be mech bays for players, unit colors, ability to open another mech/lance spot.
Perhaps even separate phases to attack a planet. Your current idea of building a wall with gates, but not actually defending that wall/gate is kinda silly= all the turrets are on the inside. Show me one base in Military History designed like this.
Phase 1 could be a PvE event. take out all the turrets, generators, etc. This could actually be a good training ground for newer players to FW. Maybe make the scouting event something like this. It should not be easy to beat. It should require good communication/cooperation between players- which is what FW is all about.
Then once Phase 1 is cleared- and there would be one or more of these for every attack lane on a planet - then Phase 2 would be the standard PvP we know, but without the Generator/Omega nonsense. That's all covered in Phase 1. Honestly, limited resources would probably have ground units and armored units trying to take important tech like that. Mechs don't have the finesse, and you would really want to bring defenses back up quickly after taking a territory. Phase 2 would just be straight up mech v mech like QP. Perhaps even a Domination style match to 'control' the territory.
On Defense, Phase 1(scouting) would again be PvE, where the lance gathers Intel or some other item while the enemy tries to stop them. This could also be PvP, getting more people to play defense. success gets turrets up/gates up for Phase 2 defenses.
remove silly requirement to own 3 mechs of a chassis to Master them . I already did that for 3 Hunchbacks, now I still have to do it for any other chassis I buy, screw that, that's no incentive for me to buy any other mechs, it's actually a deterrent.
Edited by Stormbringer13, 25 July 2016 - 12:00 PM.