Posted 27 May 2017 - 11:26 PM
Apologies for a wall of text, but I would actually like FW to thrive.
Balance the factions.
The coming "new tech" may help with that. Any game that tries to makes sides different but equal is in for a world of hurt, case in point.
The job isn't easy, but it absolutely must be done.
Serious data mining, and perhaps some specifically designed testing scenarios might be needed to do the job right, which might mean <gasp> PGI would need to work with the community in an organized fashion.
(Note: many folks will say there is no need to balance the factions, since it is teamwork that will dominate. That is true to a point. However, a much larger population playing FW would almost certainly mean a much larger PUG vs PUG population, and in pugland, a faction imbalance would weigh heavily. That assumes, of course, that the new FW pop pugs are not simply driven back to QP by getting totally owned by the units.
And, in case it isn't clear, we want a much larger population playing FW. Yes?)
FW training wheels?
I have absolutely no idea how it would work, but some sort of tutorial or quick scenario based thing to give you some idea of how to actually work together as a team would go a long way to helping ease people into FW. A faction voice yelling at you in the turtorial to stay with the group of AI mechs, a big failure alert when you don't do it. Calls for pushes, calls to attack a particular enemy, etc., etc. All basic teamwork skills that are part of minimally acceptable FW team play, with perhaps some faction reputation for a successful completion of this tutorial? (enough to get you the first rank?)
Limited team/group size?
Again, I hate suggesting it, but since it is patently obvious that big units and teams dominate FW, perhaps limiting the group size to 6 (or whatever) in FW would mitigate that? Then each side would be comprised of at least 2 different units, which would hopefully make things a little less one-sided? (you have no idea how much I hate this idea, but if it helps the game mode survive...)
Events, often
Events do offer a great way to get people to pay the mode. Why? They give clear objectives with rewards for doing so. That is something people understand. I think every event should have a couple (optional) FW objectives that give high value rewards.
Once people are accustomed to playing in the mode, they are more likely to be willing to do it again.
Make the mode mean something.
Right now, honestly, nobody really seems to care about who owns what on the FW map. And why should they? The only people who might care a little are those big units who claim ownership of the conquered planets. They get a little mc to share around. Yay for them, but the vast majority of the people who fought for that conquest get diddly squat.
What if the planets actually had meaning? A known manufacturing world would result the owning faction getting a minor price break on some items (weapons, mechs, whatever?). A training center might mean better xp out of each match. A banking world might result in a minor boost to your faction's cbill rewards from every match. And so on.
Now, suppose that had an impact on those not just those folks in FW, but even those in QP (based on declared faction)? If people knew that a little help in faction warfare might mean they got some sort of extra benefit, more folks might be encouraged to play the mode. Maybe?
Much work would be needed to make the concept functional, but I think it has promise.
Offer better incentives.
Let's face it, for numerous reasons, FW feels like a more difficult mode. It is certainly more complicated, and truly highlights teamwork, so it IS more difficult for many people. More difficulty should mean more reward.
The rewards need to be more attainable and clearly superior for people to be encouraged to play it.
I hate to even suggest it (another currency? please), but some sort of loyalty points need to be put in place. This is in addition to the existing faction reputation system (which might need some adjusting to make it a bit more achievable for the less hardcore players?).
These loyalty points would allow you to buy things, consumables, weapons, etc, and some items specific to your faction, including cockpit items and mechs (variants associated with a particular faction). Prices... well, those could be determined later, and how fast you could earn these points would be another wonderful balancing act.