So, I'm creating this post as a place to bring more attention and detail to the idea.
There has been a lot of discussion about how to make the different career paths, particularly loyalists, more appealing. Many suggestions have simply been about increasing the level caps or changing some of the rewards.
These are all nice, but ultimately limited and short term options that will not fix the problem.
The solution is with making use of the points themselves. To have a lasting system we need a way to use those points and a reason to earn them back, that means using the points as a currency.
FOR THE LOYALISTS
The loyalty points need to become a currency
At the moment there are two systems.
The rank we attain with a faction which is not lost even if swapping to a new faction.
And the loyalty points, which we do lose.
So we have some of the functionality already in place to further expand on and actually do something with these points.
Using loyalty points as a currency
By turning the loyalty points into something we can spend, we immediately:
- Create a reason to stay with our faction and earn those points back.
- Create a feature that can bring in some depth to the factions and unique bonuses
There are plenty of options so an important part of enabling this would be to allow for these options to be expanded on. That is, it's just a list of faction items with different effects that we can build on over time.
Some examples might be:
- A temporary increase in drop deck tonnage for a single drop.
- A temporary increase in drop deck tonnage for an attack phase.
- A temporary increase in drop deck tonnage for a 24 hour period.
- A substitute for c-bills when purchasing faction related mechs.
- A discount on faction related items that cost MC
- A substitute for c-bills or xp when purchasing skills (in the new skill tree)
- A way to offer contracts directly to mercenary units (see below)
- A 'Spare Parts' consumable for the drop decks to negate repair costs. (See repairs, rearm or loot)
- Adding some faction related items to our mech bays.
ie. add some new items for MC that we can get - Add new decals or camo schemes that we can only get with loyalty points.
- Add NPCs to our mech bays that provide benefits with other features.
ie. A Logistics officer that could change the logistics costs for transporting our mechs to battle (Along with a logistics feature)
What about a tech that could affect the cost for repairing and rearming mechs (Along with a repair/rearm feature)
Maybe a scientist that could affect the cost of skills. - What about being able to get dropships for ourselves or our unit and emblazon them with our unit and faction decals?
- Bases. After all, being a loyalist is about your territory. If we can invest into that territory we create reasons to fight for it.
The temporary bonuses are the bigger effects and the ones that we will want to keep purchasing. These should never relate to the effectiveness of our weapons, or how much armour our mechs have, but indirect effects such as changing the drop deck tonnage by a small increment or allowing some non-damage related effects will keep us with our faction to keep earning those points.
Many of these items will be a great way to give some flavour to each faction which can ideally be taken from lore, but not necessarily constrained by it.
FOR THE MERCENARIES
We can do something similar with mercenary reputation points however they should have their own unique options that really gives the career path some distinction and feel.
Part of this change may require looking at how the contracts are handled and how mercenaries should have that feel of being self-sufficient.
What should reputation points mean
A reputation is double edged. A good reputation should bring with it enhanced contracts, greater pay, more prestige and renown. A bad reputation will mean poor or non-existent contracts, bounties and criminal renown.
The reputation system needs to be a very dynamic and fluid system allowing for the actions of the player or unit positively or negatively impact it.
There is an opportunity within the Mercenary Reputation system to expand the concept to include pirate like activity. That is, actions taken by a unit for the unit and not as part of a contract or for a faction. This would require a bit of a change in the way Faction Play is handled, which is not a bad move to take but better suited for a different discussion.
Using reputation points as a currency
Like the loyalty points, reputation points can be used as a currency pool that players and units can spend from to obtain both permanent and temporary items.
By using the reputation points as a currency we can:
1. Create a way for Mercenaries to influence their contracts
2. Create a way for Mercenaries to build more self identity.
So what sort of things could reputation points be spent on
Being a mercenary means having the freedom to pic and chose where and who to work for so many of the items should be focused on influencing the contracts and on relocating to another faction.
Some examples might be:
1. A temporary c-bill bonus to a single drop
2. A temporary c-bill bonus for an attack phase
3. A temporary c-bill bonus for a 24 hour period
4. Cancelling a contract
The would be several items that could work immediately under the current system, but a change to the structure of the contracts and also the availability of a mercenary unit to a faction could be enhanced to make better use of reputation points.
Some examples of this would be:
1. Changing the terms of a contract by enhancing various aspects such as salvage rights.
2. Reducing the cost for relocating a unit to another faction.
3. A 'Jumpship Commission' that negates the cost of a single relocation.
There are also some permanent items that would help to give the unit more in game identity.
1. Cosmetic items for the mechbay
2. Unit decals
3. Dropships that reduce logistics costs. (For deploying into battle)
4. Jumpships that reduce relocation costs.
5. NPCs that can modify the costs of repairs/rearm.
6. Decals and customising of dropships.
A word about the contracts
At the moment the contract system is based at a very high level with the Faction itself as an entity to be negotiated with.
Instead the Factions should have a modifier to the contracts that is dynamic based on current population of loyalists as well as mercenary units already located in that faction’s territory.
Individual factions may also have some differences with the bonuses they provide so we should expand on the contracts from just being a c-bill amount to also include other aspects such as deployment costs (logistics), salvage rights (raw items) and repairs/rearm clauses (cost modifiers).
What this should encourage is for Mercenary units to then move between the factions based on these preferences and level of bonus, but include a relocation cost for the unit.
That is, if a unit would like to relocate to another faction, then they have to pay a cost based on the number of players in their unit to transport everyone to that faction’s territory.
This may sound like a huge penalty but there are multiple purposes to introducing a relocation cost.
1. It is a way to control unit population and imbalances due to shifts in global population between factions.
2. By using the territories as a way to locate different units we can setup better interactions between loyalist units and mercenary units through features such as the call to arms and the way contracts can be issued.
3. We create a significant difference between loyalist and mercenary units in how they operate.
4. We create a feature with a cost that we can then build depth around by adding in new elements such as unit owned jump ships which can reduce those costs or change how they behave.
So why does this matter?
Well at the moment a unit can pick up a contract with a faction, see out that contract, then simply pick up a contract with another faction on the other side of the galaxy and almost magically just start dropping ‘over there’.
If we have a system where the units initially have to move to that faction, we can also setup a display for loyalists, and freelancers, in that faction to show which units are now within their sphere. If we get some visibility into who is where then we can also start building on the interaction between loyalists/freelancers directly with mercenaries. That is, a loyalist/freelancer can offer a contract directly to a mercenary unit to ask for assistance. Once accepted, we can use the call to arms feature to issue a call to members of that mercenary unit to join the freelancer/loyalists in battle. It is also a slight variation on the looking for group which will allow us to build on our in game unit dynamics.
Further to this, the contracts can use a bit of additional structure.
1. There can be a blanket generic contract with the faction itself. A default contract if you will that a mercenary unit can use to participate in the battle under the identity of that faction with.
2. Each contract needs to have a clause for payment, salvage rights, repair and transportation costs.
3. Each of these aspects need to be adjustable using the reputation points so there is an element of using reputation to negotiate the terms.
4. Loyalists and Freelancers need an option to issue different contracts based on quantity of mercenaries required. That is, a contract for a lance, 2 lances or more. This is where the call to arms comes in and mercenary players that respond fil up those contract spots and join the group.
As you can see, this is just the start. There is plenty to expand on.
A word about piracy
At the moment the structure of Faction Play does not support individual actions. I have mentioned a change in the structure in different posts but will create a more detailed topic on it and provide a link at a later date.
For the moment, imagine that if instead of clicking a button to wait in a queue we could instead simply select a planet and elect to drop onto it. No wait times. We create our own instance that others can join. We create activity around the galaxy.
Keep in mind that Faction Play does not have to be all about conquering a planet!
With Piracy it is about raiding for supplies.
Given the above change with relocating a Mercenary unit, one of the options which attracts a negative reputation is allowing a unit to drop onto a planet in that faction’s territory and raid it for supplies. Consider if the resource points gathered in conquest mode actually accumulated on our drop decks while we were deployed on the map. Those points could actually represent ‘resources’ and serve as a form of loot for us to take away. (Can also use these resource points for repairs/rearm but that’s another discussion).
We can use the call to arms to show that a planet is being raided and draw in opposition. We need to remove some limitations to Faction Play and make it a more open system allowing diversity in player actions so there is more to discuss on the actual structure of the mode.
We can also allow one off contracts to be issued to pirate mercenaries but these should only be available to mercenaries with a negative reputation and only from opposing factions. (So we create another layer of depth with the mercenary and contract system).
These actions can then create a bounty on that unit which provides incentive to others.
We create more player and unit dynamics!
FOR THE FREELANCERS
Initially, outside of the war between factions and massive armies battling it out, there was the concept of the Freelancer being a landholder or noble in possession of a mech. These people would often find themselves in the armies of the faction in control of their land, but they also served as the knights protecting their land and watching over their domains. There was a very feudal ideal to these mechwarriors.
At the moment, the Freelancer career path is probably the one with the least structure built into it and we could probably consider them little more than solo loyalists. There is room to expand on this career path and make it quite interesting so lets consider a few aspects.
A Freelancer is bound to the territory they reside in. It’s where their home and their holdings are so we should incorporate more of these elements into the structure of a Freelancer. There is also an element of taking on contracts for the faction in control of your planet but this is more like a term of service or an agreement of existing within that faction. If the Freelancers were the nobles and knights in a kingdom (faction) then they would have oaths or loyalty to the rulers of that kingdom to fight for them when called upon. This is where the call to arms can be adjusted a little.
So what can we do for Freelancers
If we have loyalty points for loyalists, who make up the standing army of a faction, and we have reputation for mercenaries, then we should have a slightly different system for freelancers. If we go with the above concept of a freelancer being the knights and nobles in a faction, then let us use a ‘Fealty Point’ system so we can have a different system that provides a unique flavour to this career path. Gaining fealty points is the same as loyalty or reputation points, you have to get in there and fight. But it is also about answering that call to arms. There should be an immediate reward to a freelancer for answering the call and these points are accrued in two ways. An overall pool of points which is what can be used as a currency to be spent on personal items, and also a rank under the faction that currently has control of your planet. Like the loyalist and mercenary ranks there are privileges and rewards that go along with them. The difference here is that a Freelancer does not get to control which faction they may end up being a part, it is about where they base their holdings and then which faction is in control of those holdings. So the first action a freelancer needs to perform is selecting where their holdings are. Select a planet on the map, that is your homeworld.
Using Fealty Points as a currency
There will be a lot of similarities with these items, so the trick is to create that point of difference that will give each career path it’s flavour. If being a loyalist is about being part of the army of that faction and being a mercenary is about the contract then being a freelancer is about the land.
So what items could be purchased:
1. A temporary c-bill bonus to a single drop
2. A temporary c-bill bonus for an attack phase
3. A temporary c-bill bonus for a 24 hour period
4. A substitute for c-bills when purchasing faction related mechs.
5. A way to offer contracts directly to mercenary units (as above)
As with the other systems, with the inclusion of some new features we can also introduce items that work with those features.
1. NPCs that reduce costs
2. Personal dropships
3. Personal Decals (Coat of Arms)
4. Various decorations for the mechbay.
But specifically in line with a freelancer and their holdings, some permanent upgrades to those holdings and some temporary benefits for having them:
1. Add a repair bay to your holdings. (Gives a bonus on repairs)
2. Add a space port to your holdings (Gives a bonus to transport costs...... a logistics modifier)
3. Add defences to your holdings (Bit of an idea for the future where if we can actually see these holdings as a feature on the maps, then we can also interact with them)
4. Collect a tithe from our holdings (c-bill bonus for a battle)
A word about rebellions
It may be that a freelancer who picked a planet for their holdings within a faction, because they wanted to be associated with that faction, has their planet overtaken/conquered by another faction.
Obviously, this may not sit too well with these players and they would like to act against the invaders out of spite.
Nothing wrong with that.
This creates the scenario of an uprising, a rebellion against the invaders.
Very common in history, lore and particularly against the Clans.
This is very similar to the idea of Mercenaries travelling to a faction and engaging in acts of piracy.
In this instance it allows freelance players to create disruptions behind the front lines and have some skirmishes with garrison units.
It's another way to enable different levels of conflict, create activity around the galaxy and allow players to create their own objectives/missions and play the game.
Initially, these uprisings would only have the effect of drawing away forces from the front lines to deal with these 'troublesome rebels!'. However, down the track, if we consider the ability to own locations on a planet as players and units, then rebellions that are large enough can disrupt those holdings and directly affect other players and units... think about the logistics and repair modifiers that holdings could provide.
This sets up some great interactions between players and units, some rivalries and alliances and some great options to bring more 'life' to the galaxy.
If we have different items we can purchase using our loyalty and reputation points, some permanent, others temporary, then we have a reason to continue earning those points. We can use them to build depth into the factions and depth into the career paths.
Many of these features can be represented simply via a small window in the Faction Play screen. A little icon, some text to describe it and the bonus provided.
Down the track we can expand on these ideas and start to bring more of a visual element into the maps we fight on. It will create diversity and immersion in the battles we fight.
EDIT 11/04/2017
Recently updated the Repairs, Rearm or Loot thread which bonuses from loyalty points could relate to.
EDIT 15/05/2017
Adding in some additional ideas to spend the points on based on discussion in the Repairs, Rearm or Loot thread
Edited by 50 50, 29 May 2017 - 07:20 PM.