- Make Quick Play completely different from Faction Warfare
- Remove 'Seasons' and stop resetting the map. Whatever will be, will be.
- Add consequences. If a weapon is destroyed, it's gone and has to be repurchased.
- Destroyed mechs are kept, but are naked.
- Add more player interaction and (micro)management for groups.
- Add more compelling rewards.
- Allow players to affect the game world.
- Add more variety to mission types so each 'invasion' doesn't feel the same as the last. This post is excellent: http://mwomercs.com/...well-ever-need/
- Give players a reason to care.
Right now Quick Play is the exact same 12-man squad shooter as Faction Warfare. However, it has the benefit of being easier to get a match, and the match types are more varied (sadly). That has to change. I'm not saying to make Quick Play miserable, but that it cannot continue to be a clone of FW. Currently you have the two massive "buckets" of Quick Play and Faction Warfare competing for the exact same players looking for the exact same experience. I suggested once that QP should become an arena mode (AKA Solaris VII), though I am sure there are other possible ways to make it fun AND different.
No More Seasons:
It's awful hard to become invested in a game if you don't feel like you are getting anywhere. This is especially true when all of your progress is reset after x-number of months. That has to stop. If Faction Warfare is to succeed, the universe has to feel permanent and vulnerable. Players have to feel like their decisions will actually have an impact and last beyond a simple reset date. Let the map play itself out and don't nanny the factions.
Consequences:
There is very little sense of reward when there is little-to-no risk. Right now Faction Warfare is too safe. As soon as a match is done, players receive their mech back in pristine condition regardless of how badly it was mauled. That makes the universe feel fake and safe. If a weapon is destroyed in FW, let the player repurchase the weapon. If a mech is cored, give the player the mech back, but without the engine, weapons, etc. If a mech is badly damaged but not destroyed, let the player pay a repair cost in C-bills. Have pilots fork out the cash to reload their mech's ammo. It doesn't grow on trees after-all. Damage and death should matter, which brings me to my next point.
Rewards:
If you are going to increase the consequences, you have to increase the rewards to match/offset the risk. Currently players get far too little C-bills for their work. If you implement the Consequences listed above, you have a natural credit-sink which will keep the game from being flooded with C-bills. At the same time, players who manage to gain victory with minimal damage will have that much more reward to enjoy. Heck, for victorious teams, maybe randomly give a player a stripped out mech chassis as 'salvage' from the battle. Or maybe a random weapon. Make it feel like an actual victory. I'll outline this more below, but consider rewarding player clans with money proportionate to the number of worlds their faction holds. Good old wartime taxation.
Interaction and Resource Management:
I understand this is not Sim-City. But players need a certain level of involvement and choice-making ability to feel invested. You have a structure that can be used to this end. For each world a given Faction holds, they should receive a mass sum of C-bills (we're talking in the low millions). And by Faction, I mean Parent Faction (Steiner, Davion, Jade Falcon, Ghost Bear, etc.).
The leaders and officers of each Unit or Guild or whatever we're calling them receive the ability to manage the distribution of these C-bills to their members and the upkeep of their Unit.
If a particular Mercenary group really saves a House or Clan Unit's backside, let them give that group a bonus out of their own coffers.
Some examples for credit sinks and management: Setting pilot pay per cycle (increase wages for good pilots, penalize pilots who are causing trouble), Per cycle cost of Mercenary Units, Cost of relocating Unit to new battleground, Cost of reinforcement cards, Upkeep of equipment and hangars, Ammo, Black market intel. This rolls rather nicely into...
The World:
For Faction Warfare to succeed, the world you are creating cannot be flat. It has to have depth and interactivity.
The current map is a good starting point, but it could be so much more if it were given attack lanes similar to a Risk board. Or you can think of it like Star Wars Battlefront. Possession of certain planets opens up attack lanes to other planets. Heck, you could even give some planets mild bonuses (such as a lowered cost for buying Ammo if the Parent Faction controls a planet with a munitions factory).
Also an idea stolen from Battlefront, why not allow Units to use resources to create "Reinforcement Cards"? At the start of each battle, Unit Leaders would have the option to use a Card to give a bonus to their Unit. These bonuses could be as mild as all the Unit mechs receiving a specific quirk (such as decreased energy weapon heat) for that one battle, or a carpet bombing run (Massive one-time-use Airstrike). You could even re-introduce the dreaded LONG TOM as a consumable "Reinforcement Card" that only bombards the area for 2 minutes. Of course, you can't just make the best cards MC-only. All cards would have to be crafted.
Another VERY important part of making the world feel alive and not dead is giving players variety. Nobody wants to play the exact same battle with the exact same objective ad nauseum. Scouting and Invasion modes are a good start, but it could be so much more. This guy has an excellent idea for how to do this. I'm sure he was inspired by the Assault mode of Battlefield 3.
http://mwomercs.com/...well-ever-need/
Conclusion:
Faction Warfare has a ton of potential and is not a complete loss. However, it is dying because there is an identical game-mode that is much easier and more varied already available and thriving (Quick Play). Your players want to care. They want to feel invested, they want to act on this universe and feel the repercussions of their actions. This cannot happen if the universe continues to be carbon-copy battles in a universe that is reset back to ground-zero at the end of every year.
This is the social battleground of this game. Don't be afraid to let your players act upon this universe and shape it. Let them have more choice, more consequences, and more rewards.
Get your players invested. If you succeed in creating a believable, immersive battleground where players can easily band together, you will start to see an increase in both players and profit.
Please feel free to comment or suggest additional ideas.
Edited by Dredger, 16 August 2016 - 02:18 PM.
























