1. Loyalist LP resets at level 20 each time you reach max level. That way loyalists can stay in same faction they identify with and still collect rewards.
2. Merc RP resets at level 10. Same thing.
3. Scouting tonnage reduced to 40 tons, intel counts towards match points. 55 tonners arent really scouts. 50 and 45 give too much advantage to IS, 40 anf below is currently fairly even. Not perfect, but decent.
4. Long tom replaced by one ogen destroyed if attackers have it, 1 extra ogen if defenders have it. The side who loses scouting on counter attack lose dropship cover fire. Still worth scouting for but teplave AI god cannons killing mechs and taking the match out of players hands.
5. Loyalists pay 50% recruitment cost for new members, units under 25 members pay 0 and mercs pay full price. I'm a merc, i undrstand freedom comes with a price. Unit recruitment cost is the price.
6. Unit coffers can be used to pay merc units to take contracts for your faction, c-bills or mc.
7. Loyalists vote for 2 planets to be open each attack phase.
8. Alliance system. Either voted for (preferable) or lore based. Each ally can attack from the others planets and tag planets even if their faction doesn't have a border. Seems simple, opens up more factions to relevancy in FP without condensing.
Thats it. Opinions, thoughts, whatever; all are welcome, currently bored at work.

Edited by ccrider, 21 July 2016 - 05:31 PM.