Sorry Bombadil, I just could not stop adding things.
The round table:
I know the large merc units want/expect a spot, however, I think it more important that each faction fave a loyalist rep that is active in CW. We cant let the Merc crowd drive this conversation. Maybe a rep from one of the top loyalist units of each faction and one rep from each of the top five merc units. That makes a 15 person roundtable with a strong, but not overwhelming, loyalist voice.
Scouting:
Everyone is throwing around weight caps, this is silly because it just changes what the "heavy" mechs are. If you drop to 45 ton cap, everyone will run 45 and 40 tons and commandos and Mist Lynx will still be rolled. Instead, be smart and make a team weight cap. We can mange ourselves when dropping in public group ques, we could do the same here. Maybe a drop weight of about 150 tons, that allows a 55,55,20,20 or a 40,40,40,30. (helps limit the 220 ton brawl crew mentality and diversifies scouting decks.)
Double the spots for beacons and put beacons in high places that need Jumpjets. You can force different play styles by changing where the beacons are. (also limits the 220 ton brawl crew mentality.)
Force the invading team to destroy an anti aircraft gun so their dropship can pick them up. (forces teams to bring some firepower - no locust-pb rush)
Scouting Rewards:
Permanent satellite coverage at 80%, does not detect ECM.
Longtom - I happen to love it, I get that others dont. Lets make it so that the company commander can pick 3 sectors that LT can target (no dropzones). Give it a 4 minute cooldown, but when charged it just waits for a target in one of the 3 sectors. It makes LT useful but limits it from crippling combat entirely. Once sectors are picked, they cannot be changed all match. If the company commander does not pick sectors, LT does not fire.
Invasion:
Allow units to beef up defenses when they tag a planet. (more turrets, better turrets, different turrets, UAV poles, ECM poles)
Stop opening clan/IS defense lanes for everyone. Switch to alliance attack/defense sharing.
Use the lore alliance networks for the IS: Kurita-Liao-Marik, Davion-Steiner, and FRR on its own. Have the clans be allied to one another. Allow allies to attack each other, but keep the attack/defense sharing; essentially allowing a civil war where say Steiner could both attack and defend a Davion planet they voted for.
Change arty and air stikes. Arty increases its area of bombardment by 4x and drops twice the shells. Air strike drops one big bomb with larger area effect (even upgraded turrets get wasted).
FW general:
Make the pay scaling 2x as extreme for pop balance. If CJF has 15% of population mercs get -90% cbills. It will hurt to all go to the same place. (pop balance)
Unit caps. This needs to happen. I like dropping with MS or 228, but the mega sized merc units need to go. The portion of these units that are active in CW is relatively small (less than 20% of MS or 228 shows up in the FW ques), so realistically they could form units just of their FW players. OR . . . they could go loyalist. The game is ruined for loyalists when their faction can drop huge numbers and be competitive one week, but have nobody the next and get crushed (CSJ phase 2).
Change the role of Faction Warfare and Quickplay. Lower the cbill rewards for QP by 60% and rasie the EXP rewards by 40%. Raise FW 40% cbills from where it is now but -50% on EXP. FW is the spot to make your money with your mastered mechs. Also, increase the cbill reward for losing in FW. Pugs need a reason to come back.
(a big request) Give the planets some personality:
Match FW and QP maps into groups and assign each planet a map-group. Hoth Group, Mining Group, Temperate Group, Dessert Group, Urban Group, etc,
The first 5 slices for the planet are QP maps where we play a super version of conquest. (Keep the 4 decks of mechs and cap up to 3000 points). The last 8 slices are traditional FW maps with the traditional objectives.
This does a few things:
1) varies mission type (not always invade/counterattack).
2) changes tactics (not always about gateway chokepoints),
3) adds a personality for a planet.
4) mitigates the inherent disadvantages of Pugs by giving them some maps they know.
5) makes lights and mediums a bit more relevant as their speed is essential in a longer conquest match.
6) Better represents an invasion: resources need to be secured in addition to bases.
Edited by Cato Zilks, 23 July 2016 - 05:27 PM.