Jump to content

Make Fw Great Again, Or Possibly For The First Time

Gameplay Metagame

1 reply to this topic

#1 Lostdragon

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 2,713 posts
  • LocationAlabama

Posted 06 December 2016 - 07:55 AM

This is probably going to be very long, but please bear with me. I have not played FW much in a long time. I have not played MWO much in a while either. I don't enjoy FW as is and I am tired of QP matches that are meaningless. So how does the game regain my attention, limited play time, and financial support? FW is the key, and the following is my critique of the current and upcoming system along with suggested improvements. I am going to try to do this without being salty or negative, but I have strong feelings I want to convey so we will see how that goes.

1. FW Invasion mode is not fun

There are a number of factors conspiring to make this true for me. First, the maps look like they are from a lane attack MOBA. The only possible strategy is to rush the enemy either through lane A, B, or C. There is no depth to the objectives.

To resolve this Invasion mode needs to be completely redone. It needs new maps that are open and have multiple objectives and multiple victory conditions. Most FW matches now and in 4.1 are decided in the first wave. Comebacks are very rare and exceedingly difficult because the opfor knows exactly what you need to do and where you will go.

Imagine a very large map with a base defended by turrets, ECM, and radar (UAV). Three AA installations nearby prevent the use of aerospace assets.Destroying the base wins the round for the attackers, but going straight into it would be suicide while facing both the built in defenses qnd enemy mechs. There are two power sources that provide power to the base and destroying them will cripple the base's defenses. Destroying the AA installations allows for airstrikes that can soften up the base.

In a mode like this there are multiple ways to crack open the base. Scouting becomes important and so does role warfare in general. Defenders will need a fast response force to respond to attacks on supporting infrastructure. Attackers have multiple viable strategies and can even attmept feints and subterfuge. Coordination and strategy would be very important to this mode.

2. Solo players are typically going to have a bad time

Plain and simple, there needs to be some kind of matchmaking for at least part of FW. Scouting and the QP modes would be perfect for this, but I would leave the QP modes as one and done, no respawn since the maps are not set up for that. This gives solo players a way to contribute to FW while not having to face large coordinated teams or worry about what planet to attack. They just queue up and get sent where they are needed based on their faction and that faction's alliances.

3. Planets need to matter

Supply lines, materiel, and manufacturing capability need to be implemented so that taking and holding specific planets is important to the overall strategy. Maintaining supply lines and extending them by taking planets rich in resources or with manufacturing capability should be crucial to success. Planets that get cutoff should receive significant penalties to defense and attackers who over extend may not have access to all the resources such as artillery and airstrikes that they would otherwise have.

4. Mercs have to be reigned in

Mercs have too much freedom in the current system and 4.1 does not address this. Allowing mercs to all join the same faction and never have to fight each other is one of the things that has led FW to become the mess it is.

Mercs should be used for population balancing and helping factions obtain or defend specific objectives. Contracts need to be short and should be restricted by faction. If Davion is getting stomped by Wolf and the green bird and CGB are pushing FRR back to their capital then when mercs' contracts expire they should have options for contracts with Davion and FRR but not Wolf, JF, and CGB. Factions in the most desperate situations should have the most lucrative contracts.

Since they will be more restricted in who they can fight for perhaps they should be compensated by allowing them to use any mech they own in any battle regardless of what faction they are contracted with.

5. Big rewards need to exist for big accomplishments

The current reward and ranking system is nice but it is nothing more than a grind. There need to be rewards for taking and/or holding objectives as well as achieving strategic victories. For example, your faction holding a planet with a mech factory for x days rewards a mech produced by that facility (maybe even with a unique camo or other distinguishing trait) to players who helped take and defend that planet. Taking 80% of another faction's territory should award a title like The Conqueror and a significant amount of Cbills or MC.

6. Everyone should have something to do in FW

I think if the suggestions above are implemented it would take care of this, but FW needs to be appealing to all players. Anyone who thinks solo or casual players have no place there needs to be ignored. For the mode to succeed and be great it needs all types of players to buy into it and want to play it. That is how you keep long term interest in MWO and keep people spending money.

I personally would like to see all QP matches rolled into FW and having an impact on Invasion mode like scouting does currently. Have new players pick a faction and get involved in it from day one. Keep Invasion mode as the element of FW that truly impacts the map and caters to organized and well coordinated groups but let the casual and solo players have a hand in shaping things as well. Get the whole community involved and make FW and your faction's success an important and integral part of the MWO experience.

*****************

So that's it, those are my thoughts and ideas for FW. If PGI is truly committed to continuing development on MWO then FW has to be improved and made a foundation of the game instead of a tacked on afterthought, which is what it feels like now. Obviously some of these changes are much harder and/or less realistic than others, but even outside my suggestions and ideas I think all the problems I have with FW that I have brought up here need to be addressed and taken seriously if the game is going to have true longevity.

It would be great to have a reason to start playing again and having fun in FW and I hope we eventually get to that point. There are a lot of ways to make FW great besides what I have suggested, but they will all require PGI to invest significant time and resource into improving FW. If they are not willing to make that investment and are happy to just iterate on what is there then I am afraid I will never be interested in FW again and it will never be the marquee feature it should be.

#2 El Bandito

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • Big Daddy
  • Big Daddy
  • 26,736 posts
  • LocationStill doing ungodly amount of damage, but with more accuracy.

Posted 06 December 2016 - 07:06 PM

PGI in the past (especially during CW3) tried to fix some of the issues you mentioned but they failed spectacularly. Now it seems they are too busy with other projects, such as skill tree rework, new Assault mode, VIP mode, to work on CW4 right away. Some of the extensive haul you are suggesting, such as map redesign, I do not see it happening for a long time, if at all. But keep on hoping, cause that's all we have left.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users