This proposal is for adding some additional features to Faction Play that goes along with a suggestion about making better use of the Loyalty Points:
https://mwomercs.com...-as-a-currency/
As well as a suggestion about changing Faction Play to a more open system:
https://mwomercs.com...an-open-system/
And works in conjunction with an additional feature for a logistics cost:
https://mwomercs.com...play-logistics/
NOTE: Please take into consideration the suggestions in the links provided when reviewing this proposal. This is not for the modes as they currently are but part of a larger picture for Faction Play.
HOW IT WOULD WORK
The basis of this idea is in utilizing the resource points we collect from Conquest mode in a different way. Most of the functionality is already in place.
Presently when we capture a point, we begin collecting resources.
The more points we have, the faster we collect those resources.
Where I see a change is where those resources points are pooled. Conquest on it’s own uses the points as a win condition. I am proposing that in an open system, as per the link above, that we instead collect the resources on our drop decks while we are deployed in battle.
The longer we can stay in battle, the more points we can individually collect.
We can then have two choices with those points.
TAKE THE LOOT AND RUN
Straight up, treat any unspent resource points as a c-bill bonus when we leave the battle. As the win conditions in an open system are more extensive, we should allow for the possibility that players will want to drop onto a planet, capture the points, collect the resources and then leave.
It gives us a mission beyond just capturing the planet, something for smaller groups to engage in that also aid a larger invasion force. But we get a reward for it if we chose to take what we can and leave.
REPAIR/REARM OUR MECHS
Being able to repair and rearm our mechs is only worth while if we have an extended open scenario where control of the resources will mean a chance for attrition of forces.
The idea here is simple. We add a function to the drop decks, a ‘repair button’ that lets us select one of the mechs in our deck and repair it.
The cost to repair the mech can be determined by its tonnage how much damage it has taken and even if it is an Inner Sphere or Clan mech. In this regard it can be used as another factor in balancing the sides. As a new feature we can also look at additional options that may affect the cost as per the above link on loyalty points.
A completely destroyed mech could have a significant cost compared to a mech that has minor damage. The time to repair the mech could also be a factor. An undamaged mech that has depleted its ammo reserves could have a flat cost, or a cost per ton of ammo. These can be simple equations and after selecting a mech, we can have the choice to accept the cost.
However, instead of making it a c-bill cost which subtracts from our earnings, let’s use the resource points gathered. This in turn will give meaning to the control of those objectives on the map and also as a way to either keep participating in the battle or take the loot and run without it impacting our earnings. It becomes a bonus.
Example formula for repairs:
Mech tonnage * (100 - current health percentage)
A 20 ton mech (locust) that has a current health of 85% (15% damaged) would then have a resource point cost to repair of 20 * 15 = 300pts.
The resource cap is a great feature to add some differences for factions and personal items by the way (See reference to Loyalty Points).... we could also look at some flat modifiers for repairing completely destroyed mechs and what it might cost to just rearm.
New: Keeping the contest active
After a good comment, it would make sense to have a way to encourage the conflict and try to avoid the possibility of two groups of players sitting at opposite ends of the map and avoiding each other.
If the resource points have a collection rate of 1 per 5 seconds, you could just capture one and guard it to earn the points but it's going to take time.
If each resource point collected was worth 1000 c-bills then we have a reason to control these points but have to decide if we are prepared to wait long enough to collect enough points to be profitable, or capture more and do it quicker. It creates a natural incentive for conflict.
However, mix in the suggestion about a Logisitics Cost.
If it costs you a certain amount to charter a Jumpship to the planet you want to raid then what we have is a way to encourage players to try and achieve more in the scenario. One resource point just may not recoup those costs and it will avoid the problem of players jumping from scenario to scenario just farming c-bills.
If the collection rate is 1pt per 5 seconds, then having 5 of them would be 5pts per 5 seconds (1 per second).... it's still a decent amount of time to be active in a scenario and having to deal with any AI opponents or opposing players in their mechs.
But manage to keep control of those points and it's a very attractive payout at the end.
And that's just the LOOT side of things.
Keeping control of the minor objectives to collect those points forces greater attrition on the opposition team as your team can repair mechs more efficiently and it makes sure that in an extended campaign the minor objectives keep their worth when the major objectives are the goal and will require a significant effort to take.
(Refer to open war concept.)
EDIT 11/07/2017
I had pondered over the idea that a cap per resource point would encourage players to camp a location. However, after some further thought on the idea and working on some different angles it creates a few complications. Hence, just leave it as is with the increased rate of collection.
It did present the idea that there are 3 additional values that we can now use and modify with other features.
The number of points collected per 5 seconds.
The rate of collection being better than ever 5 seconds.
And, the total number of points that can be collected on the drop deck.
These are great options to include with the Loyalty Points and also a great way to provide some differences between the factions.
Edited by 50 50, 11 April 2017 - 03:01 AM.