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Upcoming Faction Play Round Table


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#121 MovinTarget

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Posted 23 July 2016 - 09:02 AM

View PostCathy, on 23 July 2016 - 07:36 AM, said:

Assuming a complete redesign is out the question, I strongly suggest the following.

Only Loyalist units of ten or more players get to vote on which faction to attack, generals and monarchs make choices not a pair of rich brothers owning a few mechs.




To vote Loyalists must also be actively playing, not dormant alts that can be logged onto at opportune times just to manipulate votes.

#122 Cy Mitchell

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Posted 23 July 2016 - 09:21 AM

OK, I have been thinking about this ever since I first experienced CW on a friends account several month ago. There did not seem to be a viable path to present it as a proposal for improving the MWO end game but perhaps now there is. See below:

Proposal To Improve MechWarrior Online Faction Play Game Mode

Faction Play is in deparate need of improvement. The game play is currently one dimensional and repetitive. It is also very difficult for new players to tansistion into faction play. The brief experiment with a solo queue for new or unaffiliated players was poorly executed and never had a chance to succeed before being pulled. I believe the following proposal would cure many of the problems that currently plague Faction Play while also allowing players to transition from Quick Play into Faction Play.

A. Leave Quick Play as it is except potentially adding the present Faction Play maps to Quick Play so new players can become familiar with playing on those maps.
B. Integrate all the game modes for Quick Play into Faction Play thus expanding the sequence of events necessary for conquering a planet. For example, the sequence could involve these steps:
1. Scouting Mission - Invading team attempts to gather information nodes. Defending team attempts to thwart. Successful scouting mission for invaders could provide full intel on other teams location and movements (something like full time UAV for entire map). Successful defense would mean no such advantage for invaders.
2. Invasion Mode -
a. Conquest - Invaders try to capture key resource points. Team that wins would gain an in game advantage during the final phase. One such advantage could be the placing of siesmic sensors that give the successful team intel on the location of enemy Mechs.
b. Domination - Invaders try to capture and control key strategic location or asset. A possible outcome could be that the team that wins could earn the Long Tom artillery (scaled back).
c. Invasion - Invaders try to neutralize orbital cannon to clear way for invasion. If orbital cannon not nuetralized then invasion does not happen or the tonnage for the invading team is decreased due to losses to the orbital cannon.
d. New Assault mode - Union DropShip drops on one side of map and defenders main base is on the other side. This is the actual battle for the planet. This could be one drop or a series of drops on different maps. The Long Tom could be placed on the map as a destroyable asset for the team that won it during Domination phase. Goals would be for the invaders to destroy the base and the defenders would try to destroy the DropShip.
e. In all phases destroying all the members of the other team should always be a seconday objective. Completing a primary objective while having opposing Mechs survive should result in increased rewards for salvage as those Mechs would be assumed to be captured and become spoils of war.
f. Maps for each planet should be chosen and paired up to reinforce the character of the planet. For example, Polar Highland, Frozen City and Alpine peaks for an ice world, Grim Portico, Grim Plexus and HPG for an arid moon, Emerald Taiga and Viridian Bog for a green, wet world and etc.

C. By incorporating the maps and modes from Quick Play into Faction Play, several goals are achieved.
1. It eases the transition form Quick Play into Faction Play because players are already familiar with maps and modes. Quick Play becomes a proper training ground for Faction Play.
2. It makes Faction Play more interesting with more maps and more modes that must be completed to achieve victory.
3. It gives each mode a meaning and reason for existing and provides a logoical and believable sequence of events for invading a planet. It also increases the immersion because the maps make sense and relate to a certain planet and the rewards for each mode have an impact on the next or final phase of the invasion.
4, It utilizes all the existing assets created by PGI into the end game for MWO.

I believe a game mode that is similar to what has been suggested here would generate much more interest than the present Faction Play game mode. It would raise the immersion factor and the variety of maps and objectives. It would also open the door to new players who want to experience Faction Play by allowing them to experience the basics of it before facing the grim reality of 12 man premades.

This is just the idea for the basic gameplay. I have an idea to address the imbalance created by the Merc units also but I will wait to see if this first part draws any interest before submitting the rest.

Edited by Rampage, 23 July 2016 - 11:24 AM.


#123 Mojo13

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Posted 23 July 2016 - 09:27 AM

MAPS
As have been mentioned a number of times by other posters, more maps are needed in Faction Warfare.And it has been suggested incorporating QP maps - I think this is a great idea for adding variety.

Maybe the attacking unit will need to win 3-out-of-5 matches (not necessarily the same group doing the drops) in Grim Plexus before advancing to Grim Portico.

Using River City or Crimson Strait maps as Capture/Defend city objectives, with the defender getting turrets around 1-3 control objectives in the city for the attacker to try and take.

Polar Highlands is a big map with 'installations' at different locations. Make one or two installations objectives for take-over/defense, with the defender getting turrets, of course.

Simple 'Find-and-Destroy' mission using Forest Colony, Caustic Valley, Tourmaline Desert or some other QP map.

FACTION WARFARE ONLY MODULES
For Light mechs: Passive Sensor drop module - ability to drop 3-5 passive sensors. Each sensor can detect a mech up to 100m radius. Either that mech only will get the detect info, or it is broadcast to the group

For Medium-or-Light mechs: Mine drop module - ability to drop 1-3 mines. Does damage less than an artillery strike and blast radius of 25m.

To counter these modules, the opposing mech will need some form of "advanced sensor" that can detect passive sensor & mines up to 150m away. Will need to fire on sensor/mine to eliminate them, mine blows up when eliminated.

Faction Warfare/Quick Play
As was also mentioned, maybe reduce Quick Play groups to 8 players, and keep Faction Warfare group to 12 players.

Different Turret types: energy, ballistic and missile turrets

#124 Karmen Baric

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Posted 23 July 2016 - 09:48 AM

Remove the Long Tom, its a horrible mechanic and makes people leave that method of play when its live.

#125 pacifica812

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Posted 23 July 2016 - 09:49 AM

View PostNightStalker97, on 22 July 2016 - 07:40 PM, said:


3) Lore lore lore. The best thing about this kind of game is the universe behind it. Battletech in so intruiging and really draws players into it. Without lore this game is just a semi-unique FPS that, sorry to be honest, isn't really the best in any field except maybe at making cool looking models, and even then not the greatest, but admittedly pretty good. Without lore, that is all that you have that draws people in and makes them stay, and that's not enough to really gain popularity. Lore will be the key.
4) Planets that matter. Each planet should be important in some way, some more than others. Giving people MC doesn't build interest and make people want to tell their friends about it. Like in ROME II Total War, some cities have important resources. Say that gets your unit a 1 time discount on a mech or something or a free mech that would be made by the factories on that planet. That's more unique than just MC. That mech can be given to a unit member or something by the unit leader. Even more so, taking a planet should have a permanent effect on the unit. Say something as small as a discount on a chassis, or if you wanted to get more serious and in depth, a different type of medium laser or other weapon that has different stats. Also maybe a certain decal that belonged to the lore unit on that planet. Rewards can vary per planet, but must include some aspect of lore.

Basically, Mechwarrior Online FP needs uniqueness and focus on faction play. It needs to flaunt the most powerful resource available to it, which is the lore. That's why there are still fans today, because they loved it so much. I fell in love with it the day I played MechWarrior IV and Mechcommnader 2. That's, at least as I see, the only way to get more people involved. Stompy robots can bring people in, sure, but the lore makes them stay.



This, man!!!!

I'm totally on the same page with this guy, it needs more "in depth" lore background!!

Posted Image
MOAR LORE!! MOAR LORE!!
THIS IS WHAT WE'RE
SHOUTING FOR!!

MOAR LORE!! MOAR LORE!!
THIS IS WHAT WE'RE
SHOUTING FOR!!

Edited by pacifica812, 23 July 2016 - 09:50 AM.


#126 DaManiac

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Posted 23 July 2016 - 09:54 AM

View PostZuesacoatl, on 22 July 2016 - 10:20 PM, said:

I do not play FW anymore because of how much sway the big units have. Units like MS and others that avoid fighting other skilled units in hopes of the seal clubbing extravaganzas they get when they are on the same side as 228, and not facing great units like that. Find a way to sway them from this behavior, I have no ideas on this, but at least discuss it.


View PostEl Bandito, on 22 July 2016 - 10:51 PM, said:


FW has small population, so it is necessary to consolidate the opposing factions together (fewer lanes) to keep the queues busy.


Everybody is else writing about how to fine tune CW, however we have yet to even address the simple issue of CW is not for everybody, it needs to be more inclusive of low skill, low time, no unit players.

The underlying problem is that insufficient players participating in CW.

The reason is as:

A) The big units have sway over CW, a regular joe PUG "30 mins of spare time" player can't be meaningfully engaged in CW. Almost every other multiplayer online game with a wider story has a way for every small player to be involved in his or her own way without absolutely having to be 100% active with a unit for the duration he's online.

B) It takes as long to find a game of CW as it is to play it. If you are a pug, you are almost guaranteed to be stomped, so why wait 30 mins for a game, then 30 mins to play a game, when you can play 4 matches of Quick play and walk away having won 2 matches instead of feeling like crap after being stomped on for 30 mins?? But solving the player numbers will help the wait time, but not the stomping.

My suggestion is: Introduce a faster way of getting into CW, where PUGS can meaningfully be engaged in CW, by having a Quickplay option of CW where players can just join a queue for CW. They don't select what planet/who they will be fighting.

1) IS and Clan players will just be grouped into lots of 12 and matched
2) The players will be able to vote (As in QP map voting right now) of what they want to do, e.g. vote attack/defend and against who. Obviously the options will be seeded based on what's going on in the map of the IS.
3) The final outcome will be dependent on the votes of the 24 players engaged, groups of over 4 players will not be allowed into this queue to ensure either team will not have an unfair co-ordination advantage.

Truth be told, I don't give a dam how the IS map looks and who controls what. I just want to play CW and I'm sure there are a whole lot of other players out there who feel the same way and we need to tap on that mass.

#127 Joe Decker

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Posted 23 July 2016 - 10:00 AM

What CW needs :

1. Faction Play Galaxy Map

Needs Descriptions + Artwork for every Planet/Star System and we need Sets of Maps for Planets. You should not get Boreal Map on a Desert Planet. And like someone wrote : Some Planets from Lore need special Maps.

So your Mappers will have a lot to do.


2. Quickplay Maps in CW

Bring in a new Faction Warfare Gamemode which will be called "Field Battle" and use the Quickplay Maps for that.

Of Course only Maps that fit a Planet's Descriptions. No Frozen City on a Desert Planet.

3. More Character for Factions so that choosing a Faction has Consequences for your Pilot, wrote quite a bit about this a while ago in a Topic : http://mwomercs.com/...84#entry4653284

4. Get rid of stupid/unrealistic Mechanics in Invasion Mode and bring something more logically : A stupid Mechanic is a Generator for a Gate on Top of a Hill that you can shoot and when you destroyed him the Gate will open for you. That is Star Wars Logic which would not work in our Universe and even Battletech/MWO is Fiction it is still Fiction with our Universe as Background.

Better Solution : Have some fortified Positions (3-4) for Mechs per Gate that they can reach via Lift or something and from where they can shoot on incoming Forces. Let the Invaders decide if they want to care about these Defenders or simply destroy the Gate by shooting/ramming it.

Give Defenders the Option TO OPEN THEIR OWN GATES Posted Image if they want to do that.

5. Get Rid of automatic Systems whereever you can and leave Decisions to Players.

Example : Direction of Attack Lanes on CW Map - should be voted by Players which Planet to attack and not be decided by an Algorithm.

6. Define important Planets - also away from the typical Attack Lanes. Many Planets in CW we never fought on as the Algorithm moves our Faction elsewhere every Time. Usually the same Route over and over again. Maybe your Unit's Goal is not to invade/protect Terra...

Give Units the Ability to attack somewhere else, even the Faction voted for a certain Planet to attack. The Unit that attacks somewhere else would not gain Loyalty Points or CBills but could maybe claim a Planet for themselves and get its Bonuses.

7. Have different Stages of Planet Invasion

First Beachhead Battle - if it fails the Planet will not be attackable for an Hour or so.
A couple of Field Battles - if you get a free Passage to the Planets Capital you can play the last Stage which would be :
Invasion Mode - the Invasion Mode as we know it.

8. Get Rid of an automated Long Tom, have a Look at Long Tom from Mechwarrior 4 Vengeance to see how strong they made it, that is more reasonable. Long Tom could be Equipment on a Mech, but its sheer Weight would limit the Mech in every other Area.

Have other Bonuses for scouting, like more free UAV/Arty Strike/Air Strike Consumables for your Invasion Teams if your Faction is dominant in scouting Mode.

9. Have a Mech Repair Hangar.

10. Give Units a GOOD REASON to spend their hard earned Coffer Cash.

11. Unit Stuff and Fluff

Units need a Base if they are Loyalists or maybe a mobile Base (Jump Ship maybe) if they are Mercs. Units can spend their Coffer Cash on improving Aspects of MWO for their Unit without making their Unit OP.

12. Transition Times

Warping through the Inner Sphere at no Time should not work. Units should have access to Jump Ships and if the Invaded Planet is very far from their Base they should wait between 5 Minutes and 1 Hour until they get to the Planet (the Time the Jumpship needs to transport the Dropship from Planet A to Planet B. Posted Image

This could make some Planets vital as they would be Crossroads for Jumpships. Whoever controls these Planets holds much Power in his Hands as he can define who is allowed to pass and who not.

---

Okey PGI - I wanna leave this here for now. Hopefully it will get some Attention. There would be many more Things that would need Attention but these Things were in my Head for quite a While.

MWO has huge Potential but it needs to be used.

And : MORE POWER TO THE PEOPLE !!! Will make the Game less boring Posted Image

Edited by Joe Decker, 23 July 2016 - 10:12 AM.


#128 MovinTarget

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Posted 23 July 2016 - 10:23 AM

View PostZuesacoatl, on 22 July 2016 - 10:20 PM, said:

I do not play FW anymore because of how much sway the big units have. Units like MS and others that avoid fighting other skilled units in hopes of the seal clubbing extravaganzas they get when they are on the same side as 228, and not facing great units like that. Find a way to sway them from this behavior, I have no ideas on this, but at least discuss it.



Not to be overly contrarian, but 228 makes it a point to *not* get in the same faction as MS. If we end up facing them, fine, but please don't assume MS has assumed star-like mass and all mercs gravitate towards them.

View PostDaManiac, on 23 July 2016 - 09:54 AM, said:


Everybody is else writing about how to fine tune CW, however we have yet to even address the simple issue of CW is not for everybody, it needs to be more inclusive of low skill, low time, no unit players.



View PostMovinTarget, on 23 July 2016 - 05:38 AM, said:

I would say shift emphasis away from 12 v 12 only to win the planet. have 12 v 12 only when full 12 mans queue and then have 8v8, 4v4 (scouting and invasion), 2v2 (scouting and invasion), and 1v1 dueling (scouting and invasion).

The larger your group in invasion mode, the more impact you have of the planet when you win.

This allows smaller units to drop tight and focused, larger units to not over overwhelm (can't drop as 12 man without a 12 man to oppose them) and queue would be faster because you are breaking things up into smaller groups.

For the smaller group encounters you can bring back some of the old QP maps that were built for 8v8.

For this to work for invasion you would need to move away from the "pie piece" model and use a similar points system as you do with scouting. If you win a 12 man game, it moves the needle more than winning a solo, but it all matters.

Edited by MovinTarget, 23 July 2016 - 10:24 AM.


#129 MovinTarget

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Posted 23 July 2016 - 10:27 AM

View PostJoe Decker, on 23 July 2016 - 10:00 AM, said:


12. Transition Times

Warping through the Inner Sphere at no Time should not work. Units should have access to Jump Ships and if the Invaded Planet is very far from their Base they should wait between 5 Minutes and 1 Hour until they get to the Planet (the Time the Jumpship needs to transport the Dropship from Planet A to Planet B. Posted Image

This could make some Planets vital as they would be Crossroads for Jumpships. Whoever controls these Planets holds much Power in his Hands as he can define who is allowed to pass and who not.




Interesting idea, but anything more than 5 minutes and people will bail...

#130 Khalcruth

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Posted 23 July 2016 - 10:29 AM

View PostMr Inconsistent, on 22 July 2016 - 06:26 PM, said:


Recommend using a web survey and potentially linking to it in the news portal in game and sending it out via your email subscription. Greater reach than just the die hards who can set hours aside to get on twitch or the forums.


I'd also strongly recommend hiring a professional for this part - it's really easy to get bad data from a poorly implemented survey. If you're going to do it, it ought to be done well.

#131 cazidin

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Posted 23 July 2016 - 10:34 AM

Alright. I have something to add to this list that is very important. It's not just tied to FW, but the overall and complete balance of this game for the IS. Several months ago, Russ promised a change, a buff for the Command Console in theory the month following the Clan Targeting Computer buff. PGI has been silent on this since then. Please, tell us that it wasn't forgotten! If It was, then get back on that project, please. I'd very much appreciate an update of some kind on this.

(Also LRMs need a velocity buff, LRMs and LBX should get spread normalization, and MGs need more DMG and 0 CoF. Please and thank you.)

#132 Pjwned

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Posted 23 July 2016 - 10:43 AM

There's so many things I dislike about faction warfare overall that it's hard for me to suggest where to start.

I guess the maps would be a good place to start since they boil down to going through some crappy lanes and that needs to change.

The mode itself is also just not very fun because it's always either a tedious chore trying to wear the enemy down (with all the respawns involved) or else it's a crapshoot where the generator gets rushed down and then it's all over; not fun.

Unfortunately I don't really have much of any practical ideas right now that are actually good because I don't really know how I would change the fundamentals of the mode; I can say that scouting wasn't anything to write home about though.

Edited by Pjwned, 23 July 2016 - 10:43 AM.


#133 Nickolay Boychev

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Posted 23 July 2016 - 10:45 AM

I said it before and I will say it again.

GIVE FACTION RELATED MECHS A 5-10% CASH/XP BONUS WHEN YOU ALIGN YOURSELF WITH THAT FACTION!

THIS WILL PROMOTE LORE FRIENDLY GAMEPLAY IN FP.

WHY AM I WRITING IN ALL CAPS?I DUNNOEH!

#134 BSK

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Posted 23 July 2016 - 10:51 AM

View PostMovinTarget, on 23 July 2016 - 05:42 AM, said:


In FW3 it was taking the battle out of the hands of the players with overpowered LT every 2 min.

As I said before, I'm fine with its existence but It has to be *HARD* to obtain and maintain (i.e. 99%-100% scouting)


No.
And you are not the moderator here, making more than 6 posts is not helpful for genuine answers ..

#135 Johnny Z

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Posted 23 July 2016 - 10:53 AM

View Postred kettle, on 23 July 2016 - 07:19 AM, said:

Intro

I separate the FP playerbase into 4 groups based on performance in matches. See below for their descriptions. Some parts of the FP framework appeal to highly competitive players only (my groups 1 and 2 below), but it also has elements that can suggest PGI is interested in participation from the whole playerbase.

1-All-Stars - Always do 3000 damage, regardless of enemy or map. Only need 3-5 to win against most teams.
2-Good Players - Can put up 3000 damage games, but struggle vs enemy teams of all-stars.
3-Casuals - Can be solid contributors, sometimes specialize in certain roles. Will not carry match by themselves.
4-Ultra Casuals - Under-perform due to poor computer hardware, motorskills, lack of experience or lack of correct mechs


My Question:

Does PGI want the future of Faction Play to appeal to only highly competitive players (groups 1,2 above), or are they interested in appealing to other portions of the playerbase (groups 3,4 above)?

My thoughts would be different based on how PGI answers this, and I feel like the latest statements from PGI and the latest changes to the game mode (leaderboard addition, less attack planets, etc.) suggest this mode is being created for the highly competitive players only.


Suggestions (appealing to non-competitive populations):

Easily identifiable Drop Callers (outside of matches)
Coming from a unit (NTEX) that is comprised mainly of my groups 2,3,4 above, the single most important factor I have seen in getting non group 1 people to participate in FP is having a dropcaller. Expand social tools to let team players identify Dropcallers outside of games. Something like an opt-in system where anyone "tagged" as a drop caller is always listed in LFG, or they get a special color to their name in faction chat, etc. Bonus points for helping drop callers communicate strategy before or during team formation.

Different Objectives/Gameplay settings
Secondary objectives (that have an effect on game) would help give the less capable shooters some way to contribute beyond being a meatshield for rest of team. Generators are great first step, please expand idea (assemble mobile repair base, ability to move spawns closer, build some destructible seismic sensor/UAV towers, repairable turrets, generators that control long tom, etc.)! Find a way to give a sense of progress for those unwinnable matches. Bonus points if objectives can be reset by enemies.

Different tonnage limits to encourage specialized role contribution. Scouting mode was great addition, but it would also be nice to have variations in planet dropdeck weights. (Who does not want to see 4 waves of atlas rush vs 4 waves of kodiak rush!?!?!). With variable tonnage limits you should increase number of attack/defend planets, to allow teams to choose what kind of fight they want.

More to do during The Wait
Help people stay excited while waiting for a match. Being able to socialize (in chatboxes) during wait is great, but we need even more to do, mini-games for small amounts of c-bills, visible info (enemy numbers, scouting progress, etc.), access to mechlab, etc.


Suggestions (appealing to the highly competitive players):

Reduce "Buckets"
I think PGI has done a great job appealing to comp players, but the biggest issue is the gameplay framework is for a much larger population than the actual competitive player scene. Make an expandable framework, but start with it set for a much smaller population than what is currently there (less factions, less attack/defend planets, smaller teams needed to drop (maybe 8v8).

Keep it Exclusive
The original move of separating out non-unit players was correct, and should be re-implemented. Make more restrictions to entry as well (own X mechs, earn X Achievements, etc.)

Individual Accolades (opportunities to brag)
Give more recognition/rewards for personal achievements at end of match (MVP, highest kills, most damage or KMDD, etc.).
Give more recognition/rewards for personal career achievements (FP oriented 'Achievements' beyond LP/MP, rewards for leaderboard leaders, etc.).


Plenty more suggestions for either direction, hopefully the town hall can clarify what direction PGI wants to go!


One thing I want to comment on. Ignoring the rest.

The "keep it exclusive" part.

Every game out there, and I assume this game as well have no shortage of guilds, populated mostly by alts....

Designing a game around that in any way is a mistake. Period.

Content as reward for players working together and other rewards for players working together is great. Having any part of the game relying on players working together in guilds is a mistake. Its got to work for everyone.

#136 Rebel Ace Fryslan

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Posted 23 July 2016 - 11:02 AM

ILLOGICAL: shooting down generators so that doors open ? How is that logical.

gameplay: With the numbers in FW now, it get's boring because you keepon get the same planet/map to counter attack on.

MAP: Also the map system is weird, you have all these system, but you call them planets.
This can't be offcouse, because each system is a star with or without some planets.
For example procyon and sirius, stars that have the same name in our sky. when you click on the stars you call them planets.

MAP: There is almost no info/lore about the systems, that have been on the map for i know how long.


TRAINING: A new GUY/GIRL has no bloody idea how to play FW. give them a good guide.

Edited by Rebel Ace Fryslan, 23 July 2016 - 11:41 AM.


#137 Tiantara

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Posted 23 July 2016 - 11:04 AM

View PostKarmen Baric, on 23 July 2016 - 09:48 AM, said:

Remove the Long Tom, its a horrible mechanic and makes people leave that method of play when its live.


- Long Tom must be used once per 5-6 min. That make mechanic better and really supports defenders of planet (or invaders).

#138 Joe Decker

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Posted 23 July 2016 - 11:06 AM

View PostMovinTarget, on 23 July 2016 - 10:27 AM, said:



Interesting idea, but anything more than 5 minutes and people will bail...


Wouldn't think so, People wait for up to an Hour for a Ghost Drop that got 0 Reason behind it. If you get a nice Animation of your Unit's Jump Ship travelling through Space People might not love it but will see the Reason Posted Image

The Problem in MWO are Mechanics with 0 Reason behind them - maybe because of Game Design but you have to present that in a better Way if you have to do it.

In EVE online it could take longer than an Hour to travel from A to B and always at the Danger of getting attacked and shot on the Way. It was more interactive though. And as I said it is your Units Decision how far they wanna jump in one Step so they know why they have to wait that Time. Will make the Battle more Important to them afterwards because they do not want to wait so long just to loose their next Battle.

A nice Operating Base System could reduce these Wait Times further if you position them clever as a Unit.

0 Time Warp is just not realistic nor lore friendly.

Edited by Joe Decker, 23 July 2016 - 11:15 AM.


#139 Bombadil

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Posted 23 July 2016 - 11:07 AM

View Postlive1991, on 23 July 2016 - 02:32 AM, said:

PGI you do know you have players that don't live in USA right ?

Why don't you do this on a Friday so AP region can join in ?

9 times out of 10 we do run these types of things on Friday evenings, but because of who is involved in this meeting, it was necessary to move it to Thursday this time. We are aware that not everyone can be there, but no matter what that is the case. It is not personal, it is just reality.

#140 MrMilkshake

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Posted 23 July 2016 - 11:08 AM

I have a question. Why is Faction play faction play at all? The game mode seems designed to be as complicated as possible to get twenty four people on to a map to play together. Yes, i understand lore is lore is lore, But with a rich history of so much of the stuff, why not use it to create your own lore.

Why not make it Merc war's or something? Have it more about the units than the faction, infact get rid of the factions all together. The units themselves should be the factions. This way anyone can join. it wont matter what mechs they have, either clan or I.S. This solves SO MANY problems with CW.

Getting your asses kicked by that twelve man Atlas rush, no problem, Your unit can do the same thing, Floods of Oxide's making you chew your keyboard? well guess what, you can do it too. Say you want to join a unit but you have all clan or I.S mechs, again problem solved

There could be so much potential and game here. Each faction could have its "Home world" where they do all their business from, this could always be guaranteed to be safe, you could have things like dropship range for things like supply lines, if you jump to a planet thats far beyond your supply line you have limited tonage or you would have to pay repair costs on the second drop, something like that. Small units could chip away at bigger ones, hitting supply lanes or outposts and still feel like their making a difference. Deals could be done, "Don't hit this planet/base we need it in our war against Xmerc faction, we will trade you this for it" or " we badly need more pilots in our fight against Xmerc fation, fight for us and we will give you this" There would be shady backroom deals, politics, backstabbing, Treatury, plus all of the fun stuff that comes from the actual combat, Does that not sound like our own lore to you? What about our lore, where does this come into the current faction play? it doesn't, it never has and it should.

I love the experience of dropping with multiple mechs and being able to use strategy and cunning to win a battle, The idea of what you have ticks all my boxes way more than quick play ever did. But it needs a radical overhaul to keep it alive. Minor tweaks here and there will only add more problems, we have seen this all too well in the past.

May i suggest speaking to some people who make board games, you guys know what your doing with the mechs and the combat and the pew pew, I feel letting people who live and breathe numbers and variables help you with how to make this experience better for everyone would be a possitive thing.





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