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Focus On Merc Contracts Instead Of Faction Loyalty


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#1 Knighthawk26

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Posted 14 November 2016 - 07:44 AM

The priorities that players seem to want out of MWO are as follow: (1) quality game play at the tactical level, then (2) strategic and economic incentives that make tactical play relevant to a bigger picture somehow, (3) lore.

With respect to number 1, the tactical play at present is pretty decent. We need more diverse scenarios and maybe some new maps, maybe add some arena type matches with weight class restrictions. But mostly fix the matchmaker and queue times. And fix Faction Play, but that leads into (2) the second priority.

When it comes to immersing the tactical play into a broader, strategic level, this does NOT need to be based on political factions. If the focus was on merc units rather than politics or factions the strategic system would be more flexible. The tactical game should mesh into competition be between the merc units in the game, to gain resources, prestige, influence etc. The fake faction politics need to fade into the background, most players don't know anything about it anyway. The attempt to include both merc units and factions into a strategic system divided the player base into too many separate groups, therefore long queue times, not enough players in the game at one time to make it playable.

Very few players care anything about the fictional political factions. Most players like being a part of a unit or team that is doing something more than just fighting meaningless tactical battles. So focus on the units, PGI. Offer contracts to attack or defend certain planets or groups of planets against other units (not factions). Offer bigger payouts to defend planets that are being heavily assaulted by a big merc unit, thereby drawing more defenders into the fray. This could be done day by day or hour by hour (or let the matchmaker do it). Anyway, PGI would have more control over the matchups in faction play and could insure that drops are always available, perhaps more balanced, and adjust the contracts available based on the number of players online at any given time. Focus on merc contracts instead of faction loyalty to fix the game for now.

#2 Positive Mental Attitude

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Posted 14 November 2016 - 07:50 AM

View PostKnighthawk26, on 14 November 2016 - 07:44 AM, said:

The priorities that players seem to want out of MWO are as follow: (1) quality game play at the tactical level, then (2) strategic and economic incentives that make tactical play relevant to a bigger picture somehow, (3) lore.

With respect to number 1, the tactical play at present is pretty decent. We need more diverse scenarios and maybe some new maps, maybe add some arena type matches with weight class restrictions. But mostly fix the matchmaker and queue times. And fix Faction Play, but that leads into (2) the second priority.

When it comes to immersing the tactical play into a broader, strategic level, this does NOT need to be based on political factions. If the focus was on merc units rather than politics or factions the strategic system would be more flexible. The tactical game should mesh into competition be between the merc units in the game, to gain resources, prestige, influence etc. The fake faction politics need to fade into the background, most players don't know anything about it anyway. The attempt to include both merc units and factions into a strategic system divided the player base into too many separate groups, therefore long queue times, not enough players in the game at one time to make it playable.

Very few players care anything about the fictional political factions. Most players like being a part of a unit or team that is doing something more than just fighting meaningless tactical battles. So focus on the units, PGI. Offer contracts to attack or defend certain planets or groups of planets against other units (not factions). Offer bigger payouts to defend planets that are being heavily assaulted by a big merc unit, thereby drawing more defenders into the fray. This could be done day by day or hour by hour (or let the matchmaker do it). Anyway, PGI would have more control over the matchups in faction play and could insure that drops are always available, perhaps more balanced, and adjust the contracts available based on the number of players online at any given time. Focus on merc contracts instead of faction loyalty to fix the game for now.



oh boy, I cant wait for the loyalist to tell you off. Theyre a fierce bunch on the forums, ingame I rarely see them.

#3 BuckshotSchell

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Posted 14 November 2016 - 07:51 AM

I like some parts the idea, but I don't like everyone having to be merc. Some people do know the history of the Inner Sphere and it is important to them. So, just like the folks who want to get rid of all mercs, I think this is too dictatorial. There are better ways to incentivize players to play FW.

#4 BuckshotSchell

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Posted 14 November 2016 - 07:54 AM

View PostRedjack_Ryan, on 14 November 2016 - 07:50 AM, said:



oh boy, I cant wait for the loyalist to tell you off. Theyre a fierce bunch on the forums, ingame I rarely see them.




LMAO this------^ So True!

The flames will be epic in their proportions!

#5 Bud Crue

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Posted 14 November 2016 - 08:05 AM

I think the OP is on to something here. I think you could sell it as the factions represent an npc aspect that pgi could use to direct play. This solves a lot of problems and puts overall strategic "control" of the map in the hands of pgi, while day to day tactical control is in the units hands.

#6 Ignatius Audene

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Posted 14 November 2016 - 08:18 AM

Oh jea. Another **** of loyalists thread...

#7 Nighthawk513

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Posted 14 November 2016 - 08:34 AM

You can do that, as long as people get increasing rewards for their unit being tied to a single faction to simulate loyalists.
For example, +5% cbill boost to earnings in faction play matches for every 2 weeks the unit stays with a single faction. The catch is that that unit must get X number of plays in faction play during that 2 week period. For example, they should have to get a number of faction drops equal to their unit membership to get a multiplier even, 1.5x unit membership in drops to get a 5% multiplier increase, and 2x membership in drops to get double increase that month. However, if they get less than half their membership in drops, they lose 5% multiplier, and less than 1/4 multiplier they lose 10% for that cycle.
Each "drop" counts on a per member basis. So 12 man invasion would be 12 points.

#8 Albino Boo

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Posted 14 November 2016 - 08:34 AM

View PostBud Crue, on 14 November 2016 - 08:05 AM, said:

I think the OP is on to something here. I think you could sell it as the factions represent an npc aspect that pgi could use to direct play. This solves a lot of problems and puts overall strategic "control" of the map in the hands of pgi, while day to day tactical control is in the units hands.

But lore and stuff......

Edited by Albino Boo, 14 November 2016 - 08:34 AM.


#9 Palfatreos

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Posted 14 November 2016 - 08:51 AM

View PostRedjack_Ryan, on 14 November 2016 - 07:50 AM, said:



oh boy, I cant wait for the loyalist to tell you off. Theyre a fierce bunch on the forums, ingame I rarely see them.


I got my torch and pitchfork ready when do we start, sir?

#10 Bud Crue

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Posted 14 November 2016 - 09:06 AM

View PostAlbino Boo, on 14 November 2016 - 08:34 AM, said:

But lore and stuff......


Lore-nerdness is maintained. Nothing stopping the wannabe loyalist of picking their faction of choice on a seeming permanent basis if that's their thing. "Loyalists" don't do that now only because of the rewards tree distinctions and the points lost when you break your permanent contract. If PGI wanted to really make it immersive (they of course don't/won't) but they could give greater rewards to units based on length of contract or number of times a unit re-ups with the same faction. Likewise If there are to many units in one faction, they just alter the rewards available to encourage folks to go elsewhere. Lots of potential here. See nighthawk's post above for example. I think with a little effort (so of course that makes it a non-stater with PGI) you could even use the OP's system to address tier disparity by giving extra rewards to units that are comprised of a set percentage of T5s for example.

Edited by Bud Crue, 14 November 2016 - 09:07 AM.


#11 FallingAce

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Posted 14 November 2016 - 09:59 AM

View PostKnighthawk26, on 14 November 2016 - 07:44 AM, said:


With respect to number 1, the tactical play at present is pretty decent.


Post all ready off to a bad start. Only thing that turned off more players than the stale choke point game play was the God Tom.


All PGI needs to do is...

View PostKnighthawk26, on 14 November 2016 - 07:44 AM, said:

We need more diverse scenarios and maybe some new maps, maybe add some arena type matches with weight class restrictions. But mostly fix the matchmaker and queue times. And fix Faction Play,


IF they fixed all that, there would be more people playing and we wouldn't be talking about Loyalist vs Mercs now would we?

Mighty big IF.

Edited by FallingAce, 14 November 2016 - 09:59 AM.


#12 Count Zero 74

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Posted 14 November 2016 - 01:38 PM

LOREWARRIORS UNITE !!

#13 BuckshotSchell

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Posted 14 November 2016 - 03:20 PM

I don't understand the need for a match maker in FW. It says the first time you enter it that it is a competitive game mode. When I started playing it I had to take trial mechs to fill a deck. Now I have enough mechs for probably fill 4 decks in either IS or Clan. Not everyone needs to be protected from themselves, in-fact some of us actually like the challenge. Really it's trollish actions by some of our fellow FW players that I don't appreciate, and in my opinion runs the rookies off. Bottom line I don't think every little snow flake is special and sometimes they should and might want to jump into the deep end without the floaties. There are more important things to fix in FW that would bring more players than a match maker ever will.

#14 Crockdaddy

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Posted 15 November 2016 - 01:20 AM

There is zero reason to even bother with forum posts anymore in FP. It is dead. Look an event it happening and still mostly dead. PGI doesn't care.

#15 xX PUG Xx

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Posted 15 November 2016 - 05:24 AM

So many people, myself included, have posted various ideas over the years but most have been focussed on the mechanics of the gamemode. A few of us probably made the assumption PGI were working on additional scenario types, maps and fluff extras to fill it out, I know I did. The maps and scenarios are necessary to link FP fights together and make it feel like an actual campaign but set in a multiplayer environment, without the added diversity no amount of backend trickery and polish will entice enough players to get into and stay with the gamemode: making any form of matchmaker beyond what we have now impractical.


View PostCrockdaddy, on 15 November 2016 - 01:20 AM, said:

There is zero reason to even bother with forum posts anymore in FP. It is dead. Look an event it happening and still mostly dead. PGI doesn't care.


Unfortunately I have come to agree with you there, I will keep playing in FP as often as I can but it's hard to put any real energy into trying to help PGI improve it when they don't seem to either be listening or even putting in an appearance in the forums...let alone playing FP themselves.

#16 Natural Predator

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Posted 15 November 2016 - 07:18 AM

I personally think their should be 3 buckets
Clan vs clan
Clan vs is
Is vs is

Then put as many clan factions, merc factions, etc in the game. It won't matter as your still dropping on the same 3 buckets. Always wanted to lore as the nova cats? Now you can. Maybe give the option to allow competitive teams to drop against wach other? I'm sure evil gets bored farming 12 rando puggies. 48-12. I think it would be awesome to be able to spectate mode as well. So if say KCOM and EVIL are going head to head you can watch it and switch between mechs. Just my 2 cents


#17 Tom Sawyer

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Posted 15 November 2016 - 08:32 AM

loyalists, mercs, buckets...........

How about a game mode with more than giant gun n gates?

#18 Ignatius Audene

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Posted 19 November 2016 - 04:03 AM

No pls no content. What would all the mercs do if they can't blame the 10 remaining loyalists to destoy their world.

Edited by Ignatius Audene, 20 November 2016 - 03:06 AM.


#19 Nomex 99

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Posted 19 November 2016 - 04:54 PM

View PostKnighthawk26, on 14 November 2016 - 07:44 AM, said:

The priorities that players seem to want out of MWO are as follow: (1) quality game play at the tactical level, then (2) strategic and economic incentives that make tactical play relevant to a bigger picture somehow, (3) lore.


Nope.

#20 C E Dwyer

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Posted 20 November 2016 - 09:39 AM

View PostRedjack_Ryan, on 14 November 2016 - 07:50 AM, said:



oh boy, I cant wait for the loyalist to tell you off. Theyre a fierce bunch on the forums, ingame I rarely see them.


That's because they lost interest in the farce called F.W and nothing they see for most of them is good enough to want to come back..





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