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Upcoming Faction Play Round Table


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#681 GI Journalist

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Posted 28 July 2016 - 01:19 PM

One way to both balance Faction Play and give the factions distinctly different characteristics might be to limit the chassis available to each faction. I particularly like the idea of each faction fighting each other using stock designs that are unique to each faction.

This would make Quick Play the Solaris VII style arena mode, where players use their winnings to build the ultimate fighting machine, while Faction Play would be the military combat mode, where all machines are built to a single standard for logistical purposes and each faction only fields the machines common to their armies.

#682 Surn

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Posted 28 July 2016 - 01:37 PM

Explain the exact mechanic behind tagging a planet. It is clearly not simply the most wins, we have single man teams taking planets with many fewer wins.

#683 Johnny Z

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Posted 28 July 2016 - 02:52 PM

View Postmetallio, on 28 July 2016 - 06:21 AM, said:

Got an idea for a first step into economies...

Use your rep/faction points for repair points. You get to spend them daily/hourly/whatever...even per game, depending on how much things cost.

You can only "buy" things your faction produces and generic things like armor. Salvage is a thing, so you can get a Clan mech as IS but unless you salvage enough parts to go with it it's useless...and you have to protect its parts when you fight or you won't have it next round. Yes, a retreat option would be stellar.

This keeps people from being run out of points when they get ROFL stomped, it gives big benefit to investing in your rank, and it makes each faction important based on what they produce.

...maybe I'm foolish for thinking so, but it seems a "relatively" simple change that would be stable and tons more fun to play while being also easy to initially integrate even if it would need balanced.

You can expand the complexity to the other things that have been mentioned here or not, the idea stands alone just fine. I'd play it even in the current cr@p version of team seal clubbing we have if I got to play with salvage and know that when I took the arm off of a Kodiak on a Jade Falcon team that I'd actually made a difference because he couldn't get another right away.


The first time I heard of using reputation points to buy things or do things was in this topic. Its a great idea. Using them for repairs is just as good an idea.

While true this game needs reputation sinks, it needs credit sinks more and also MC sinks.

Edited by Johnny Z, 28 July 2016 - 02:59 PM.


#684 Wecx

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Posted 28 July 2016 - 03:53 PM

View PostJohnny Z, on 28 July 2016 - 02:52 PM, said:

The first time I heard of using reputation points to buy things or do things was in this topic. Its a great idea. Using them for repairs is just as good an idea.

While true this game needs reputation sinks, it needs credit sinks more and also MC sinks.


Using reputation points to build factories and defenses would be cool to.

#685 Stormbringer13

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Posted 28 July 2016 - 04:16 PM

after having listened to most of the pre-round table TS meeting, I really heard nothing that would convince new players to try or stay with CW.
90% of your convos devolved into discussions about what would improve modes, etc. Not what would bring new players in. Yes, gameplay is a factor, but I heard more of an elitist attitude about what was going on. And sending PUGs off to fight in the periphery is the biggest FU I've ever heard.
Just like one of their opinions about Gen rushes. It's a boring, tacticless idea like deathballs. But one of them was like "My team never lets a gen rush succeed, so it's not an issue to be fixed"
that attitude fixes nothing. basically "get better?" guess which finger I'm offering you in response.

#686 Terrastras Rex

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Posted 28 July 2016 - 04:38 PM

?? what *pre* round-table ts meeting? =X

#687 DaynarFaol

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Posted 28 July 2016 - 04:39 PM

A few suggestions for FW:

1) Additional mission types would be helpful. I have thought of a few, not sure how they would go down system wise, but keep in mind that speaking for myself believe that warfare is not fair. Balancing mech types for the game and the rest is fine, but having a few mission types that change the static dynamic of FW is needed.

Mission Types:
Supply Line Raid:
8 v 8
A strike on one of two worlds behind on the ATTACKERS side of the invasion corridor.
These planets are not up for capture, but doing enough damage to each would have an effect on the attackers ability to wage war.
My idea is that hitting 5 zones on one of the planets would lower the attackers total tonnage by 25 tons, reflecting a drop in supplies.going to the front.

Deep Recon/Broader Skirmish:
6v6

Attacker side gets to select one of two planets on the Defenders side of the line. This mission type only becomes open to the attack when they hold 75% or more of the current target world.
The outcome, should that faction continue to declare hostilities against the current Defender; be able to select the direction of their attack corridor.

2) Repair and Refit (FACTION WARFARE ONLY)

Put into place a Repair and Refit system that draws on Unit Coffers, based off a percentage of members;
Smaller units pay less to repair and refit. Larger units pay more.
Freelancers are out of pocket the full price of R&R.

Mercs get a discount based of a matrices that could use: Weight class, Current Faction Iconic Mechs (Laio = Centurion, Davion = Victor for example), Known Faction Iconic Weapons, ect.

Loyalist get a 30 to 40% discount that is flat. They are loyal and the government of their factions rewards loyalty.

3) Unit Awards
This one is hard, but would be neat for units to win the Iconic Faction Awards like the Dragon Slayer Ribbon or the Order Excalibur. No clue how to put into place, but would be fun I think.

4) Combined Arms
An AI for Combined Arms would be awesome. Adding in PBI and Mechanized units would be great and add to the depth.

5) Map Design
Give the newer maps routes that some types of mechs can use but others can't.

Like a passage that only light mechs can fit through. Or a high mountain pass that only jump jet equipped mechs can use.

Increase the available options of tactical approach. The current formalism gets dull after a time.

That is all I got at this time.

#688 Stormbringer13

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Posted 28 July 2016 - 04:51 PM

View PostTerrastras Rex, on 28 July 2016 - 04:38 PM, said:

?? what *pre* round-table ts meeting? =X

http://mwomercs.com/...le-pre-meeting/

#689 MechLord71

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Posted 28 July 2016 - 06:12 PM

Wow, part way into the round table...I do not see much hope at this point. They are just trying to manage the decreasing population rather than regaining anyone at all. It seems like the comp play guys might have reason to stay. Would have liked to hear more from players and not just Russ talking over everyone. It seems like PGI has their ideas (meaning Russ's ideas) and their (his) will be done. I love battletech and mechwarrior, this is really neither right now. More importantly, FP means nothing right now and is only fun when I drop with a 12-man pre-made unit or maybe with 1-2 PUGs in our pre-made and we fight a similar unit. Enjoy your game, my wallet remains firmly closed.

Edited by MechLord71, 28 July 2016 - 07:49 PM.


#690 Naduk

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Posted 28 July 2016 - 06:19 PM

Repair and rearm needs to make a return also
The old system had flaws that hurt low earning players

However I think it's time for a revision
Mostly my suggestion uses the old system as was
With a few tweaks
Firstly
All repair and rearm actions take time
For a average battle where a Mech was destroyed or worn right down the repair / rearm timer should be about 25mins (possibly more in invasion mode)
Cbills can be paid to have these repairs completed instantly
Or pilots can choose to let the repairs be completed by the house over time

Trial mechs are immune as replacements are on hand
Mechs used in faction play that are favored by that house have their repair and rearm times reduced as well as any optional cbill costs

Faction contracts may include free rushed repairs for certain Mechs or overall coverage depending on that current factions standings/desperation/needs/supplies on hand

This will allow for a nice transition into a more involved logistics system where units must deal with travel times and contract goals

#691 Kael Posavatz

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Posted 28 July 2016 - 07:22 PM

Blueduck's comment on loyalists was the best point made of the night.

Loyalists have been hammered from day one.

-Mercs who did the tour of the IS walked away with 20 Mechbays by grabbing first half-dozen rewards tiers in each faction
-March to Terra in fall of 2015 went away without being acknowledged
-Loyalists reward (cockpit items) have nothing to do with factions
-GXP rewards at high tiers are a joke (by the time you hit level 19 you can't even use GXP unless you're mastering mechs with it)
-Phase III mercs were given a new reward tiers
-Phase III loyalists, many with maxed reward tiers, were told 'you've gotten your rewards, why are you complaining'

That isn't to say that the other points were well made, or the night wasted. Frankly I think some of the ideas tossed around so far are great, and go a long ways towards addressing player experience, but...

Edited by Kael Posavatz, 28 July 2016 - 07:32 PM.


#692 MechLord71

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Posted 28 July 2016 - 07:30 PM

Agreed, Blueduck and Starwulfe both had great points. And thank you Pat Kell for some Long Tom truth!!

Edited by MechLord71, 28 July 2016 - 07:35 PM.


#693 Kael Posavatz

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Posted 28 July 2016 - 07:54 PM

How about this for an idea.

3rd scouting reward--halos the enemy mech with a color, the way spectator tool lets you halo teams w/ red or blue
-Color reveals something about the mech, like how damaged it is

#694 Krucilatoz

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Posted 28 July 2016 - 09:44 PM

does anyone have summary regarding roundtable discussion? or result, if any.
That 8pm PDT translates into 8AM morning next day where I start my work at office

#695 Pat Kell

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Posted 28 July 2016 - 10:12 PM

Short and sweet, it was focused tonight on 2 main points

1.Reducing the "buckets" or ques so that people don't have to sit waiting for a match as long. The idea of merging attack lanes between two factions into one que sounded promising as well as the alliance system which would allow even more natural merging of ques as people would gravitate to where the fights are.

2. Removing long tom in favor of a mechanic that gives an indirect form of support such as air superiority or some form of seismic/uav coverage. Russ seemed to be in favor of keeping the long tom but reducing it's damage to about the level of an arty or airstrike but keeping the range of it.

There were several ancillary points that were raised but most of the talk was centered around these two points and the hope that we can have a repeat of these types of roundtables to continue giving direct feedback to PGI.

#696 Kin3ticX

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Posted 28 July 2016 - 10:29 PM

View PostPat Kell, on 28 July 2016 - 10:12 PM, said:

Short and sweet, it was focused tonight on 2 main points

1.Reducing the "buckets" or ques so that people don't have to sit waiting for a match as long. The idea of merging attack lanes between two factions into one que sounded promising as well as the alliance system which would allow even more natural merging of ques as people would gravitate to where the fights are.

2. Removing long tom in favor of a mechanic that gives an indirect form of support such as air superiority or some form of seismic/uav coverage. Russ seemed to be in favor of keeping the long tom but reducing it's damage to about the level of an arty or airstrike but keeping the range of it.

There were several ancillary points that were raised but most of the talk was centered around these two points and the hope that we can have a repeat of these types of roundtables to continue giving direct feedback to PGI.


So much time was spent on the dang buckets.

There were some improvements suggested to prevent people from being isolated from hotspots, however Russ wants something very substantial to nuke it once and for all. Its sounding like people are not going to like how he goes about consolidating it. Whether a faction is deleted or hard merged or soft merged I dont care how its done, as long as it gets done.

Edited by Kin3ticX, 28 July 2016 - 10:31 PM.


#697 Pat Kell

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Posted 28 July 2016 - 10:52 PM

View PostKin3ticX, on 28 July 2016 - 10:29 PM, said:


So much time was spent on the dang buckets.

There were some improvements suggested to prevent people from being isolated from hotspots, however Russ wants something very substantial to nuke it once and for all. Its sounding like people are not going to like how he goes about consolidating it. Whether a faction is deleted or hard merged or soft merged I dont care how its done, as long as it gets done.

What really scared me about this was the idea that we had to reduce the buckets to a point that factions don't really matter that much. It scared me because I felt like it was looking to fix the situation as it is now and I think if they don't look at ways to improve the game mode as a part of the total solution, we will continue to slide. I think that if we consolidated the two planets (which are currently 2 different attack ques) into 1 attack/defense que and keep the current ability for IS factions to still fight in support of other IS factions when the clans attack and vice/versa, it would greatly reduce the que as well as reduce the belief that units try to avoid each as they would always be at risk of fighting another 12 man.

I also liked the idea of giving a type of signal when 2, 12 man teams are ques up and forcing them to fight each other. Granted, it would allow 12 mans to jump the line so to speak but I think a lot of people would appreciate the fact that they could drop as a solo player and not be in total fear of facing another 12 man. While it still would happen, I think it would be a lot less. It would happen even less if there was some sort of severe penalty for ignore a 12 man call to arms so those units that don't like to fight other teams wouldn't get much if anything at all for stomping pugs...or just not give them that chance at all. The moment an enemy team shows up, you are forced to fight them. As with all things, there would be ways to game that type of system so maybe you make a threshold of anytime you are in a group of 8 or more, you are added into this bucket and have to fight another 8-12 man group if they are present....or maybe even as small as a 6 man group, I don't know.

Edited by Pat Kell, 28 July 2016 - 10:58 PM.


#698 Wing 0

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Posted 28 July 2016 - 11:17 PM

I just find it funny this latest event has people running scared from playing FW. So many names on that twitch chat and most of them are rarely seen in FW.. There goes the fun. no games, no paycheck.

#699 AngelusDD

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Posted 29 July 2016 - 12:25 AM

roundtable event was not as bad as i feared.
yet as much as i can understand Russ´ way to first consolidate (=reduce) queues for existing players, it may not send the right signal to players.
managing a low population to stay low in numbers (aka treating the symptoms) as a basis for future improvements is sometimes not the best way to spend limited resources. it just postpones the cure for the real causes.

i know, it is a hen-egg-problem. but if the hen drops a quail´s egg, there is something wrong with the hen, not the egg.

#700 p4r4g0n

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Posted 29 July 2016 - 12:54 AM

View PostAngelusDD, on 29 July 2016 - 12:25 AM, said:

roundtable event was not as bad as i feared.
yet as much as i can understand Russ´ way to first consolidate (=reduce) queues for existing players, it may not send the right signal to players.
managing a low population to stay low in numbers (aka treating the symptoms) as a basis for future improvements is sometimes not the best way to spend limited resources. it just postpones the cure for the real causes.

i know, it is a hen-egg-problem. but if the hen drops a quail´s egg, there is something wrong with the hen, not the egg.


There was a fundamental issue with the existing queue system which the double attack attack idea addresses. It eliminates or reduces the inherent deployment of 12 man grouped teams vs small/solo teams. This is one of the major factors that drove away players from FP.

Addressing it is critical since even the best game mode in the world is going to have a tough time retaining players if they keep getting seal clubbed the majority of the time.





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