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Add Mode Variety And Bring Back Planets


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#1 BearFlag

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Posted 29 January 2017 - 04:49 PM

(This post is an adaptation and expansion of Hobbles excellent ideas in this post:
https://mwomercs.com...y-mode-variety/

Please leave comments on the idea in the linked thread.
)

One topic that came up at the Round Table was getting stuck in a mode. Voting, randomizing and other ideas were offered. Derek appeared to prefer retaining some element of phase progression. This idea keeps phase evolution and applies it where it should - to planets rather than to an abstract tug-o-war.

The idea is to divide the tug bar into eight equal sections, one for each contested planet. The planet's section would then be divided into mode phases. This would spread out the modes across the bar. It would take a perfect 1 for 1 stalemate to actually get stuck.

The IS half of the bar would look like this:

Posted Image

So instead of broad sections devoted to a mode, sections would be devoted to planets which would divide into phases on that planet. Movement on the bar would much more quickly enter a different mode.

Phase Ordering: Optional but makes sense and some players would like to see more Invasion. PGI prefers Invasion last, I think it should be first. For this example, assume Invasion first. Suppose the Clan has taken Bruben and is working on New Bergen in the diagram. When Bruben is flipped to Clan, the sequence could flip with it so that the "first" phase is now "facing" IS. That is, when the IS pushes back, clears New Bergen and moves to retake Bruben, they'd be facing Invasion first instead of Skirmish. If they take Bruben, the sequence is flipped again and Clan is again facing that first phase first (Invasion in this example).

As planets flip back and forth, the phases are reoriented to put Invasion first. This means Invasion should be the most played mode while Skirmish would be least played IF there's some to and fro movement on the bar. If it's a one direction blowout of course the modes would be near equal.

Partial Victory: Right now, you have a +4, 0, -4 winner-take-all or none arrangement. With the planets falling individually you could have zero to four planets changing hands. Which planet is the unlucky first on attack chain would probably be randomized.

Immersion: While this doesn't come close to what I consider immersion, it is better than a completely abstract model. As sense of place is restored. For any given fight, you are SOMEWHERE. There's a sense of where you just came from (what planet is behind you) and where you hope to go next. There's also a sense of progress at that place. If you're attacking a planet you progress through Invasion to Skirmish. Mopping up or desperately holding out in Skirmish? Assaulting the cannons or pushing the invader back to the cannons and off the planet? Planetary info could even be brought back.

Transition problem: There is small problem on handling transitions at the very center of the bar and between planets. For example, is the Clan planet or the IS planet attacked on the very first match of the FW phase? Because multiple games can be running perfect sync with the planets/modes is not possible. Presumably, PGI has already worked it out for mode transitions.

One approach would be to do a little of both of the last/first modes between planets until the ticker has moved clearly to one side. But this means that a redundant Skirmish victory on one planet would count as an Invasion victory on the next planet.

An alternative with some intriguing sidebars is 1-2 "Initiative" battles between planets and maybe 2-3 at the very center of the bar. This would reduce modes cutting into each other (depending on how it's handled). These battles take place not on a planet, but out in space. HPG could be devoted to Initiative rounds and possibly removed from general circulation.

Edited by BearFlag, 23 February 2017 - 06:46 PM.






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