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Faction Warefare Improvment


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#1 Duke Einholt

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Posted 24 November 2016 - 06:35 PM

Faction warfare need some more goals to add depth to the play beyond repetitive Gen rush hold- Gen rush hold- simple idea to add some depth to game would be force attacking players to first seize and hold a space port to maintain attacking units in supply of consumables/ ammunition.

There is already a map built for it River city it has a spaceport already on map - plus this map has no choke point for either side to funnel through just use drop zones already used in quick play for both teams. Teams would attempt to destroy each other. Unit with more players left at end of match would win control of spaceport.

Attack players would need to maintain control of spaceport or have there ammo load out on mechs cut in half at the start of all new faction warfare matches till spaceport was recaptured. May also want to limit consumables in same way UAV, Cool shots, Air strikes or Artillery etc.

To make this functional each side attacking / defending units would have the right to pick to engage at spaceport with preference given to largest grouped units on both sides- hopefully this would lead to more competitive larger units facing off over control of the spaceport while the new players and smaller groups would be fighting over the rest.

To even the playing field for attackers one space on the planet map should be Supply Depot instead of space defense gun. Any attacking players involved in capturing this supply depot would be considered fully supplied for first two matches after which they would normally have had their munitions & consumables cut do to loss of control of the spaceport.
I would recommend use of Quick play map such Crimson City for this.

Lastly I would allow all players not just unit commander to select their drop zone. When respawning if an enemy mech was within 500 meter of normal spawn point respawning player would be notified by dropship of enemy presence and given option to pick new drop zone for themselves. In the case where the map only has one drop zone, dropping player would be given choice to drop with largest grouping of friendly mechs on map or normal Spawn- PGI could use the same mechanism for this type of drop that is used to deploying Long Tom.

Im sure there is lot more options but these ideas would not require PGI to create new maps or hopefully require a lot of new coding.

Edited by Duke Einholt, 25 November 2016 - 01:22 PM.


#2 r00t b33r

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Posted 25 November 2016 - 02:12 AM

Interesting idea. Essentially bringing perks similar to Scouting mode on an Invasion-type scale of deployment. Perhaps just nothing as major as Long Toms or the like.

Say, for example: taking control of a particular sector of a planet unlocks the ability to resupply 50% worth of missile/ballistics ammo on a given 'Mech, using something along the likes of the Mobile Field Bases of MW3. Although advantagous, it would be hindered as it does take time to put a 12-man through; not enough the time when the next wave comes barrelling in the gates, strengthening the time-management and coordination needed.

True that new maps wouldn't be needed if PGI "recycles" maps from QP but the counter-point is: MWO needs more maps - and that has been a consistent critique of the game for a while now. I believe they just hired someone that specializes in maps too if my memory serves me correctly.

Certainly more elements that change as situations in FP develops will make things more... "thrilling" for the lack of a better term, rather than the rinse & repeat strategies we love to hate.





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