xe N on, on 14 June 2017 - 09:52 PM, said:
Yeah, it is like WoW end game, but with the exception that your e.g. level 50 raid group cannot freely choose an raid instance of their level. Instead the group is randomly deployed into an instance that can range from level 1 to level 100.
I think that would have driven most WoW players away from the end game ... And surprisingly, that is what happened in MWO FP ...
That's because the system tries to use a match maker instead of letting us pick and chose our battles and retreat from them if we need to.
It's also because the mode now forces us into one bucket where we should instead take the step to allow smaller conflicts.
The high end game of capturing the planet and having that major objective is ok.
But there is no lead up.
No allowing for smaller groups to do the minor objectives that may setup the battle for the invasion..... or not.
What is wrong with just attacking the planet to steal some resources for example?
Why not allow us as players to have these smaller missions where just as a lance we drop onto a planet and start pinching some stuff? If that's as far as we want to take it and then ********** that should be fine.
If we want to hang around and cause a problem then the scenario might begin to escalate until suddenly, it is teh big war effort and we have the bigger teams going for the major objectives.
That's cool.
I might decide to make way at that point and let them take over the scenario but I know my little effort has contributed towards what they might now try to achieve.
MMOs like World of Warcraft have areas where you create your group and then it generates an instance for your group to perform that raid, ie. take on that major objective, and you might need 20 or 30 players or something.
But prior to that, you might have had a smaller group and run around doing the smaller quests, the minor objectives, that then lead up to or unlocked the ability to do that instance.
I'm suggesting we can do something similar but in a unique way for MWO.
I've gone over a few ideas and new features that would fit together to make it work and give it more depth in the features thread, but consider this concept:
We have a galactic map that we can pick a planet on. (Old map with all the faction territories)
Each planet has some territories. (Bit like we used to)
These territories have a specific map type (think desert, arctic, forest etc) so we know what we are going to drop into.
We select our drop deck accordingly and commit it to attack that planet.
This creates a bucket, I prefer
scenario, that is open for other players to join if they want to.
Now the maps and single objectives as they are will not be suitable, so let's expand them a bit:
-Put three major objectives in defensible locations at the back of the map under the control of the defending faction. (Think the assault base, the domination radar and the siege cannon)
-Heavily fortify these objectives. Walls, gates, towers, turret and let's get some AI tanks, VTOLS and infantry around them as well so they are tough as nails. These are our 'bosses'. Nasty enough that if I get too close as a solo, I'm dead. These are the objectives that need the big pre-mades and a dozen mechs or more to take over even before defending players are taken into consideration.
-Then put the 5 minor objectives, the conquest points, around the middle section of the map and neutral.
-Fortify these objectives as well so that as a solo player I might burn through my whole drop deck trying to capture one of them, I'd be better off forming a lance and tackling it as a small team.
-Hide all of these objectives from me unless they are controlled by my side.
This gives me purpose as a solo player to scout out the locations, capture some listening beacons (think the towers in escort or from scouting) and gather intel for my side that I can use when I drop into the scenario.
Let me, scout the map, skirmish with some AI defenses and any defending players that join in.
Let me retreat from that scenario if I find I am suddenly outnumbered.
I might leave, form a group, come back again with a different drop deck and look at the minor objectives as my mission.
Maybe I'll start there with a small group.
I might leave and go and do the same thing somewhere else.
But let me play the game and achieve something that might draw in more players and escalate the scenario.
I may not be able to complete one of the major objectives, but I can see what is required to do so and either build up to that level or not.
Maybe I'm part of a large group and we can see that some other allied players have been scouting or raiding on a planet on a territory and it's just right for us to jump in enmasse and attack.
Or maybe as part of that large group we decide that those allied players on that planet over there are making a nice diversion for us to start our own thing and drop in a surprise attack somewhere else.
We can make the mode cater for both ends of the player and group spectrum without needing to split the population or use match makers or create alternative modes. I also feel there is a way to extend the scenarios so that we can have more than 12 players involved per side if we restructure the way we handle the waves and the queues. We might only be able to have 12 active mechs per side, but how would the big groups feel about being able to bring 24 or 36 of their unit members, or a mix of allies, to a single scenario if we can better utilize the waves and queues? Let's make it
EPIC.
And the advantages of using an open system like this?
No wait times. Pick a planet and go.
We still get to mingle the different levels of players so there is still the opportunity to meet players and invite them to the group or unit.
We create activity all over the galaxy of our choosing be it small scale actions all the way up to significant conflicts for planetary control.
With more objectives and fortified locations, we can look at how to change our drop (spawn) locations and some player controlled options for the drops.
In a scenario that does not end until we leave it, we can explore and add features that only work in an extended scenario, such as repairs.
With an open system we also have the option to play only for as long as we would like or are able. We can rotate players through so a battle could wage on for hours, or it may last for minutes.
Plus more.
If we have the control, we make the story.
PGI make the sand pit. We play in it and build our castles and smash them down.
Edited by 50 50, 16 June 2017 - 12:25 AM.