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Ideas For Faction Warfare


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#21 BLOOD WOLF

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Posted 29 November 2016 - 12:14 PM

View PostNew World Orphan, on 29 November 2016 - 12:07 PM, said:

i like the ideas, but honestly, i have not enjoyed faction play since the souting and artillery started. i use to wait forever for a faction drop, now? no one is ever on. its gotten boring and i became a wolf lyalist right before it started.

That is why for the moment. I am trying to get people to be more active. Especially when some of the new changes come around.

#22 naterist

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Posted 29 November 2016 - 12:26 PM

after saturday i think itll be better. i rewatched the podcast, and after hearing it and comboing it with all the little details that have come out recently, im pretty excited. most of my thoughts and suggestions i post now are what if ideas if it fails, or (and the majority is this second one) ideas for the future, because i remember one of the devs (may have been russ himself) said theyd be looking for new things to focus on after the mechcon stuff is completed, and faction warfare is completely implemented with the planetary rewards system that theyre gonna release in an update patch to the new fw phase.

in honosty, i hope they make fw more a planetery affecting mode and its the sole home of dropdecks. then they keep qp as single drops and rename it solaris, and rename teir divisions or something and try and broaden that up with a theme of solaris contest, with multiple team size options and announcers and cheers after every kill over coms from a simulated audience. then the game as a whole can have an in depth battletech theme and fw and qp can evolve on the different paths theyve been evolving in since the start.

#23 BLOOD WOLF

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Posted 29 November 2016 - 12:29 PM

View Postnaterist, on 29 November 2016 - 12:26 PM, said:

after saturday i think itll be better. i rewatched the podcast, and after hearing it and comboing it with all the little details that have come out recently, im pretty excited. most of my thoughts and suggestions i post now are what if ideas if it fails, or (and the majority is this second one) ideas for the future, because i remember one of the devs (may have been russ himself) said theyd be looking for new things to focus on after the mechcon stuff is completed, and faction warfare is completely implemented with the planetary rewards system that theyre gonna release in an update patch to the new fw phase.

in honosty, i hope they make fw more a planetery affecting mode and its the sole home of dropdecks. then they keep qp as single drops and rename it solaris, and rename teir divisions or something and try and broaden that up with a theme of solaris contest, with multiple team size options and announcers and cheers after every kill over coms from a simulated audience. then the game as a whole can have an in depth battletech theme and fw and qp can evolve on the different paths theyve been evolving in since the start.

I like the renaming of QP with solaris, might give it a little flair.

#24 50 50

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Posted 30 November 2016 - 06:18 PM

One thing I would suggest we should really try and avoid is further splitting of the queues.
Scouting mode was a bit of fun when it was introduced due to the 4v4, the fast nature of it and that capturing the intel points and getting out made for exciting game play.
But when looking at it, it is even more of a grind than Invasion or even quick play and I feel it not only split players out from Invasion but it's also disconnected and misses the opportunity for dynamic scouting of enemy forces in invasion.

I do like the suggestion that it could incorporate some additional objectives that could feed back into the Invasion, but once again, why not just have it all in the one mode? For example, if we took a map like Forest Colony or something equally as large then randomly placed the Domination Radar, the Assault Base and the Invasion Cannon as major objectives at the back of the map, then also randomly place the Conquest points across the middle as minor objectives.... hide them under a fog of war and change the win conditions and dynamics of these objectives a little so it fits a combined mode and creates a tug of war reason to capture/recapture them... suddenly we get a situation where simply finding (scouting) the locations becomes important, our strategies and tactics evolve and we multiply the depth of the mode 10 fold.

I understand the reason the round table and PGI talked about how to reduce buckets but I actually feel it's the wrong approach and as many have said, it removes some of that identity of belonging to a particular house or clan. I think it would be better served to allow players to create their own bucket when selecting a planet and declaring to attack, but it should also allow a single player to initiate this without any opposition. That way it sets up a situation where we can have activity around the galaxy, up and down the borders that can range from just a few players doing some scouting, to a small group raiding for resources (ie conquest points) to a large company seeking to take control of the planet.
We can allow it to grow naturally if players can join in and leave an existing bucket, or lets call it scenario, because it can then scale up. But we need to abandon the idea that every scenario must be a full on invasion of 12 v 12. allow the small scale raids and scouting, allow the actions of these players to setup/prepare that planet for full blown invasion..... but if all it amounts to is some small skirmishing... that's fine. This kind of covers your third point about contributions from small units as well.

Voting... well. It makes sense that units should hold sway, but I would restrict this to loyalists. The mercenary system needs a little rethink in it's approach but essentially they will go where the money and fighting is and freelancers are the barons and knights of old who were meant to have land holdings and a family mech but remain somewhat independant of the system. not sure how you would control the votes other than using loyalty points as the indicator or some other counter?

Anyway, good to discuss these things and chat about it all.
:)

#25 MW Waldorf Statler

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Posted 02 December 2016 - 11:32 PM

Droptimes-Routes-Logistic Systems
factorys for mechs and Ammo/Parts -(not all Chassies avaible -many Chassies only avaible by hold the Factory of the World)
lost Planet XYZ , with a Factory for LRMs ,all Mechs=Half ammotonnage for LRMs
A Garnisionsystem for planets (PvE troops buy for Planets)
not endless Mechs of planets, only thats number, thats drop

it give to many Ideas in the last Five Years

Edited by Old MW4 Ranger, 02 December 2016 - 11:33 PM.






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