Mech The Dane, on 27 January 2017 - 01:50 AM, said:
I follow what you're saying, and I like it. What are your ideas for what the community could spend loyalty points on..?
It's all about expanding the game and adding some depth. If we use c-bills and MC to get and equip mechs, then Loyalty points are about representing our Faction in Faction Play.
Anything that will affect combat and the potential outcome of the battle should be temporary bonuses but could range in scale and cost.
eg. The drop deck tonnages. It could be a bonus for one battle, one attack phase or a 24 hour period.
Some other temporary options could include some of the items already suggested such as:
- faster re-drops
- have the drop ship wait around a bit longer
- perhaps even changing the dropship loadout
- being garrisoned on the planet (Different drop zone with a lift for instant drops)
- adding defences to the drop zones
- adding defences to the garrison
- what about being able to add an additional mech to your drop deck
- what about adding a trial Faction mech
- there was the suggestion of earning more c-bills for a drop
I think we need to be a little careful of options that could have too much impact and take the battle away from player effort but we can also look at these options being a little different according to the Faction we are loyal to.
What about using loyalty points as an exchange currency for hiring mercenaries? Something to consider as a later addition?
For permanent options, people love customisation and one thing that has been asked for over the years is customising our mechbays. Doesn't have a buff effect so to speak, but there are plenty of options that could be looked at similar to how we can pimp out the cockpits of our mechs. Pretty simple option to bring in more Faction related and personal items.
As another thought, what about being able to mark our mechs as specials to earn more c-bills, some unique decals, camo schemes or cockpit items?
We can have a lot of fun with different permanent items but they should avoid having an effect in battle that would create balance issues.
If we want to look a bit further outside of what we have right now, then to get more out of Loyalty points we need additional features that we can apply those points to.
So, bear with me here to explore an idea.
If we think of some new features that can add some depth to the game play and our choices lets think about two features that seem to pop up as a request a lot. Logistics and Repairs/Rearm.
Now there has been a lot of ideas thrown around about these features and I understand there was initially a repair feature right at the beginning of MWO. Personally I feel there is a place for both of these features in Faction Play but they do not need to be overly elaborate, at least to begin with. I also feel that repairs and rearm would work very nicely using the resource points gathered from Conquest but that is an additional step at this stage.
Consider this idea though.
If Logistics is the measurement of time and cost (Not to be confused with supply lines) and we don't want to have a delay in how long it takes to send our mechs to a battlezone, then all we are really talking about is a cost. Specifically, our Jumpship cost.
If it was measured as something like {Number of Mechs * Total Tonnage * C-bills} and it's a cost we can see when we build our drop decks and pay when jump into the fight we suddenly have a little value that has several effects and that we can apply features/modifiers to.
That's where loyalty points could be used again. (Combine with an MC or c-bill cost as needed)
We could buy dropships to reduce the cost. Doesn't need to be elaborate, just a marker in the drop deck, but it can create a modifier for the new cost. Could be purchased at a personal level, but we could also look at it as an option for units for group drops.
What about a little Logistics officer that could appear in our mechbays that adds a modifier?
How hard would that actually be to implement?
Naturally, look at increasing the payouts from the battles but it does create an economic risk the heavier the drop decks are.
It might also naturally serve as a way to curb the new player participation until they are a bit more established or join a unit that can then support them. That seems like a win win for numerous players that have debated the point.
Beyond that, a logistics cost also gives another way to balance Clan vs IS in that it could cost one side more.
It could also allow for some individuality with the Factions, eg. Steiner likes the heavy drops and subsidises it (ie. use loyalty points for a temporary reduction)
As for using loyalty points for repairs, adding some NPC techs to our mech bay that could modify the cost of repairs. We've got the characters in the Tutorial and it can just be a modifier. It's like adding a module to your mechbay.
Down the track we could look at bases as options that affect these features and use loyalty points, could do that now if it's kept simple enough. Add visuals later.
The point is, we get some additional features in that can be built on as we go along and as we experience the game new ideas will come to light that we should be able to look at adding.
Edited by 50 50, 27 January 2017 - 05:40 AM.