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Faction Play Reinvented


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#1 Sandman fry

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Posted 24 August 2016 - 01:54 AM

First of all I have to say that I've really enjoyed FP for the first two or three month playing mwo.
But after the euphoria of cutting big war machines to pieces was over I noticed that FP isn't that much fun after all.
I spare you reasons why, but instead I want to share some ideas.

The base target is to give factions and units more meaning and to improve on how players identify with their faction and unit.
Loyalist players will have an easier start in FP and are able to earn and save money faster than playing as merc.
Mercs will have more flexibility but will have a hard time earning money.

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Loyalists shall only be given the mechs which are nativ to their faction and only with the standard loadout. The c-bill variants are available for free in FP and will not be part of the players hangar.
Champion and Hero mechs still need to be purchased if a player wants to use them in FP. For players to be able to field their purchased champion or hero mechs in FP their unit has to use MC to adapt the logistics chain for these variants (unlock them).
Loyalists will not have to pay for repair, ammunition and standard consumables.
Loyalist are not able to customize the mech loadout.
Think of a loyalist like a soldiere that is getting equiped for battle.

The native mechs of the faction could be divided into different rank classes to give more initiative to faction rank progression.

Mercs have to pay for mechs, repair, ammunition and consumables.
But they can field any mech they can effort and house in their hangar.
Costs for repairs and rearming will be payed out of the unit stash. Merc Units will fill their stash with payments for their service and members donations.

Loyalist units that are recruiting mercs are able to lay down orders for the mercs which planet they should attack. This can be any planet along the border or any of the planets that are being attacked by the clans or for clans it will be planets being attacked by IS.
If a merc unit successfully takes a planet than 1/3 of the MC the planet is giving, will be transfered to the loyalist unit that has recruited the mercs, for as long als the planet is held by the mercs. Only the planet the mercs were ordered to attack will be taken into account other planets the merc unit may conquest will be handed over to the faction unit that achieved the next highest score during the attack phase.

A later improvement could be to give mercs a choice to return planets or not and therefore becomming outlaws and Even claiming their own part of space.


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Thanks for reeding and please be free to share your thoughts on this.

Edited by Sandman fry, 24 August 2016 - 01:54 AM.


#2 Ace Selin

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Posted 24 August 2016 - 02:00 AM

View PostSandman fry, on 24 August 2016 - 01:54 AM, said:


Loyalists shall only be given the mechs which are nativ to their faction and only with the standard loadout. The c-bill variants are available for free in FP and will not be part of the players hangar.
Champion and Hero mechs still need to be purchased if a player wants to use them in FP. For players to be able to field their purchased champion or hero mechs in FP their unit has to use MC to adapt the logistics chain for these variants (unlock them).
Loyalists will not have to pay for repair, ammunition and standard consumables.
Loyalist are not able to customize the mech loadout.
Think of a loyalist like a soldiere that is getting equiped for battle.

The native mechs of the faction could be divided into different rank classes to give more initiative to faction rank progression.

Mercs have to pay for mechs, repair, ammunition and consumables.
But they can field any mech they can effort and house in their hangar.
Costs for repairs and rearming will be payed out of the unit stash. Merc Units will fill their stash with payments for their service and members donations.

Loyalist units that are recruiting mercs are able to lay down orders for the mercs which planet they should attack. This can be any planet along the border or any of the planets that are being attacked by the clans or for clans it will be planets being attacked by IS.
If a merc unit successfully takes a planet than 1/3 of the MC the planet is giving, will be transfered to the loyalist unit that has recruited the mercs, for as long als the planet is held by the mercs. Only the planet the mercs were ordered to attack will be taken into account other planets the merc unit may conquest will be handed over to the faction unit that achieved the next highest score during the attack phase.

A later improvement could be to give mercs a choice to return planets or not and therefore becomming outlaws and Even claiming their own part of space.


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Thanks for reeding and please be free to share your thoughts on this.

Pretty much No to all of this, unless you are trying to drive even more people away from the game mode, which you and PGI would have in common then. I cant really be bothered to play FW let alone to write an actual reply as to why what you suggested is a horrible idea for the most part.

#3 invernomuto

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Posted 24 August 2016 - 11:32 PM

I agree with Ace Selin. While some of your ideas sound interesting (R&R, some rewards for being loyalist, etc), making FP harder would drive more players away from this gamemode. And it's already pretty much deserted...
IMHO FP needs a major overhaul, I'd start with the addition of new gamemodes and more depth "strategic layer", trying not to increase too much the complexity.
Right now FP appeals neither casual players nor the vets IMHO.

#4 Sandman fry

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Posted 25 August 2016 - 03:21 AM

Well my ideas would make it a lot easier for new players.
If they start as loylist they can play right away without having tothink about loadouts etc.

Players who seek a challange, can play as merc.

The complexity you fear is not burdened upon the single players but instead on the units.





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