TWIAFU, on 23 November 2016 - 04:54 AM, said:
I still love it. Still want to play it as my main game mode. Still want to wage war in the Inner Sphere vs other Great Houses and the Clans. I want to drop in grand Unit vs Unit battle for planetary control.
I want Community Warfare/Faction Warfare.
However I have come to the realization that those days are behind us. The proliferation of Special Snowflakes playing all alone and as the center of the universe in a Group/Unit Queue will force CW into the lowest common denominator gameplay, just like QP.
PGI can fix all that if they flip the table on QP and FP and do something like this:
1) Make QP the skirmish only mode with random maps. No voting.
2) Move all over modes and their maps to FP.
3) Use the other game modes to stitch together a "story" of planet attack and defend. For example, use scouting to open the bottle neck attack mode. Win that mode and then use other modes to actually flip shards for a planet.
4) Almost all games in MWO should matter to the IS map in some way. Some minor, some major.
5) Big famous planets (New Avalon, Hespersus, Carver V) should have special maps when attacked.
6) All players should be fighting for a faction in every game. Maybe they are a merc and have to get a contract to fight. Maybe they are house loyalists, both should have their own unique perks and payouts.
7) Holding planets should mean something. Maybe a sale in the store for components or chassis.
8) Factions should be limited to buying faction specific mechs along with a pool universal mechs. If a player wants a non-faction specific mech (say me, the Davion guy wanting a Kurita build) I have to buy one on the black market..
9) Let players sell mechs on the black market for c-bills.
10) Want e-sports and competitive play? Do that on Solaris.
I really don't think what I've listed is that big of a deal to code, except maybe Solaris. Its really recycling existing game modes and giving them a reason to exist in FW. Plus a DB backend for FW that makes succeeding on the IS map mean something to both the player and the faction. If the player base is focused on the outcome of the IS map, the community, the flavor and the lore will be there. The game would have instant depth with minimal new work.