Dark Path, on 02 January 2017 - 12:18 PM, said:
This just highlights that the pretenders playing Clan are no true Clanners. The clan always held a superiority of firepower for honor they would bid to see who could commit the fewest resources and manpower possible to win. It was for honor, not just pure conquest.
For a novel idea to force parity in FW -
Perhaps if Clans are committing equal resources against IS then there should be no bounty or prize for winning, and it should scale up based on weight inequity.
That's because there is no option to take less mechs and as it is with all the attempts to make IS mechs and equipment on par with the Clan equivalents, why would we?
But it is that very point you raise that prompt the question: "Why can't we take less than 4 mechs in the drop deck?"
If we think about the structure of the drops in Faction Play then it's 12 players with 4 mechs each for a total of 48 mechs.
While it seems that on a one to one basis we need to be able to value an IS mech vs a Clan mech to work out the performance difference in tonnage, could it be that removing the minimum restrictions for a drop deck in terms of number of mechs and minimum tonnage will help with this situation?
The other aspect of Faction Play is the organised units vs the solo's. A co-ordinated and experienced group will always trump the other. While separating the queues is one option and was tried (albeit incorrectly implemented in my mind) I don't believe it is the answer. If anything, I would suggest that no more than 4 solo players are allowed into a match on each side under the current system. This would mean limiting groups to 4 / 8 players in size, but I still don't believe this is the best answer as many units and payers can pull together a full company or more and will want to drop together.
Introducing a match maker and using PSRs etc will only work if the population playing FW is significant enough for it to work reliably, but I also don't believe this is the way to go for this mode.
Faction Play is meant to be the big epic battle we fight and tells our story of how we fought on a planet and participated in the battle. Currently, I believe the introduction of the quick play modes has been a very good move. Would we agree that the longer game times and having more mechs to use has made these quick play maps and modes feel more war like?
Based on my observations and experiences so far, I would say that having these different objectives, increasing the length of the matches and using the drop decks has increased the appeal ten fold.
So the next obvious step, following this line of thinking, is to open the system up and really turn it into the epic battle we want.
- Make a single battle zone an ongoing conflict that is open for players to drop in and out of for the duration of the attack phase. (8 hours).
- Combine all the modes (Assault, Conquest, Domination, Invasion and Scouting) into a single mode on a single map for a single zone.
This means making some
BIG maps but because there are multiple objectives to capture and re-capture, we bring the tug of war into the battle and have to divide our focus between taking new objectives, holding existing ones and re-capturing those that are lost. While a co-ordinated team will obviously be better at doing this, it does allow more space for solo players to not be completely overrun as they are in a single objective scenario.
- Ease the minimum restrictions on the drop decks so players can bring in a single mech if they so choose.
Many players just have time for a quick skirmish and can't spend the time needed to really make a big contribution to the invasion effort but they would still like to participate. By allowing players to join with a single mech, they can join in, do some scouting, raid an objective point, skirmish with some mechs and then leave. They can still contribute, still enjoy the mode and they are rotated out of the battle allowing another player to come in once they leave.
- We need to accept that it does not have to be all about the taking of the planet.
Many people are after missions and more of a story, we need only make our own if the system allows it. It should be possible for a single player to initiate an attack on a planet with no opposition. This single player may not be able to do much, scout around a little, have a quick go at one of the objectives, but we have to be ok with allowing this scenario not escalating beyond this point. It might be that a single lance drops onto the planet to try and take some resource points and take off again with their loot. This needs to be accepted as ok! The mentality that the mode
must only be 12 v 12 and only about taking the planet is something we need to get away from. It should be perfectly acceptable if we have a thousand little conflicts waged along the various borders that amount to little more than some scouting, skirmishing and raiding. It's these actions by small groups and solo players that can setup the
zone for later invasion by a large group as they have gathered some intel and captured some objectives that make the
zone more appealing for an invasion.
- With an open scenario we can allow larger groups of perhaps 36 vs 36 because we can use the drop decks and the queues as a way to rotate players through.
Just as important as making the game accessible to the solo player is setting the scene for
major conflicts. This is the other side of the coin and the deep end of the pool. Groups and large units want that want that big epic scale warfare should be able to stack in multiple waves. If the system includes all the objectives and we have some
BIG maps then we can create these epic scenarios where units can fight back and forth over the territory.
- Make this information visible to the players.
It should be that when we select a conflict to join, we can see how much intel has been gathered for it, how many objectives have been taken and how many players and which units from our faction is involved. Live intel on the opposition can also be displayed as well as details of the
zone being contested. If we have the information up front, then we can make our own choice about whether to deploy to that battle and the risks we will likely face.
- Make greater use of the drop decks for repair/rearm and logistics features.
These are two features that have been asked for over and over again and it's pretty simple to implement in basic format.
Total number of mechs * total tonnage * c-bill cost = logistics cost for committing your mechs to a battle. Pretty easy.
Capturing conquest points = collecting resource points on your drop deck. Spend these points to repair your mechs... or keep the points as loot raided from the opposition. Once again, should be pretty easy.
But importantly this allows two additional options for us. It gives us two other ways to implement balance between Clan and IS by making it cost more or less. Secondly, it allows us to look at future items to implement such as bases, dropships and NPCs that can affect these costs giving us more investment in the universe as players and with our units. We begin to live in the Battletech universe.
That was probably waaaay to much to devote to this post, but hey, there you go.