*a document I've been updating through the phases of CW*
INTRODUCTION
Faction Play takes place near the beginning of the 31st century, when the great dynasties of interstellar civilization are preparing to go to war to determine who will dominate human space.
Faction Play allows players to operate at the strategic level, where armies maneuver against armies, alliances are made and broken, and the object is not just to win an engagement, but to win the war.
Ten factions, each representing one of the five Houses of the Inner Sphere and the four Invading Clans, compete for domination. Each seeks to unite the others under themselves as either the First Lord of the new Star League (Inner Sphere Houses) or ilKhan of the ilClan. Faction Play is played in eight hour cycles, in which players may have the chance to direct their armies, attack, defend, and to perform other functions.
The first faction to control a majority of the capital's (Inner Sphere) or reaches Terra (Clans) will win the season.
HISTORY
By 2389, almost two hundred years after mankind began colonizing distant planets, ten separate states emerged in human space. At the center was the Terran Hegemony, based on the old home planet Earth, or Terra, with authority over more than 100 worlds. The Inner Sphere, which surrounded the Terran Hegemony, was divided among five powerful states: the Lyran Commonwealth (ruled by House Steiner), the Draconis Combine (House Kurita), the Capellan Confederation (House Liao), the Free Worlds League (House Marik), and the Federated Suns (House Davion). Four other states existed along the Periphery of the Inner Sphere: the Rift Republic (later known as the Rim Worlds Republic), the Outworlds Alliance, the Taurian Concordat, and the Magistracy of Canopus.
So many powerful states could not long coexist, and the 2400s ushered in the Age of War, lasting 150 years. The ten states struggled inconclusively among themselves for primacy. Taking the role of mediator in the mid-2500s, the Terran Hegemony weaved alliances among the rules of the Inner Sphere.
In 2571, the six states formed a coalition called the Star League. Ian Cameron, Director-General of the Terran Hegemony, became the First Lord of the Star League, and the rules of the five Houses of the Inner Sphere became the Lords of the High Council. Although, the four states of the Periphery were determined to keep their independence, a ferocious, 20-year campaign called the Unification War brought them into the Star League too.
The Star League ushered in a century and a half of peace, called “The Good Years.” The time of prosperity lasted until the middle of the 28th century, when the hereditary First Lordship fell to an eight-year-old boy, and the Lords of the Inner Sphere once again began to move for power.
CIVIL WAR
In 2751, First Lord of the Star League Simon Cameron died leaving his eight-year-old son Richard as sole heir. Aleksandr Kerensky, commander of the Regular Army, was named Richard’s Regent and Protector, but the Lords of the High Council immediately took advantage of the opportunity to seize control of the Star League.
By the time Richard Cameron was old enough to take over the duties of First Lord, the Council Leaders were firmly entrenched in their positions of power. As relations worsened between the Council and the First Lord, territories began to rebel in the Outworlds. General Kerensky dispatched the Regular Army to put down the rebellion.
In 2766, Stefan Amaris carried out a coup on Terra, which was weakened by the drain of military forces. After executing, Richard and his entire family, Amaris declared himself First Lord. When news of this reached Kerensky in 2767, he immediately declared war against Amaris. Both sides called upon the other Lords of the Star League for aid.
Eventually, Kerensky was victorious, but the cost was devastating. Communications with the Outworlds were severed, hundreds of millions were dead, and the administration of the League was severely disrupted. Matters only grew worse when the high Council reconvened and ordered Kerensky to disperse his troops to create garrisons for the member states. An attempt to select a new First Lord failed, as each of the five remaining Houses backed its own candidate.
The only thing the Council did successfully was to appoint Jerome Blake as Minister of Communications, charging him with restoring the League’s communication network. His creation of ComStar was an overwhelming success, but not quite in the way the Council had hoped.
In 2781, the Council disbanded. The Lords returned home, each preparing for war, each trying eagerly to buy the services of Kerensky and the Regular Army. In November of that year, after Kerensky had summoned his commanders to a secret meeting, almost three-fourths of the Regular Army troops abandoned rheir posts and joined the General at New Samakand. There, they boarded a fleet of ships, and the assembled armada jumped outward, disappearing beyond the boundaries of known space. No one ever saw them again.
With the Regular Army out of the picture, the only military forces remaining were House units and mercenaries. The five Houses of the Inner Sphere moved in and divided the worlds of the Terran Hegemony among themselves. ComStar used hired mercenaries to take the battle-torn planet of Terra of itself.
THE SUCCESSION WARS
The Lords of the Five Houses lost no time in going to war with each other. When Minoru Kurita, Coordinator of the Draconis Combine, declared himself First Lord of the Star League in 2786, the other Lords quickly followed suit. The First Succession War that followed was unparalleled in brutality. Cities were destroyed, millions of civilians were killed, and vast industrial centers were wiped out. Trade and commerce between all worlds were disrupted. By 2815, the warring States had lost most of their hyperspace shipbuilding capacity.
An exhausted interstellar civilization settled into an uneasy peace in 2821. The five remaining ruling Houses, Davion, Marik, Steiner, Kurita, and Liao, rebuilt their military might as best they could with their surviving scientists and crippled industries. War broke out again almost immediately.
The Second Succession War was every bit as deadly and destructive as the First. Technology sunk to a level barely above that of 20th-century Earth. Warlords cannibalized existing equipment to keep fighting. Tis war ended in 2863.
The Third Succession War began in 2866, and has never officially ended. By the present year, 3026, war has become a fact of everyday life for most people. Fortunately, the level of destruction has decreased. All Houses see clearly that the survival of humanity itself teeters on the brink. Though armies still fight over possession of industrial facilities, all sides are careful to preserve the facilities themselves. The premier instruments of war are the Battlemechs, the gigantic, manlike fighting machines first introduced in 2349. Major ‘Mech battles are fought in stages, with truces that allow Techs time to repair damaged machines. Mercenary ‘Mech units often surrender to superior forces, paying a ransom for offworld release. Every side recognizes the sanctity of JumpShips, strictly obeying the prohibition placed on attacking such craft, without which the war for supremacy could not be waged at all.
CURRENT AFFAIRS
The near-unimaginable conflict of the initial Clan invasion came at a time when the Inner Sphere was perched on the edge of another round of internecine Success Wars. Each of the six realms had recovered some measure of advanced technology from the Helm memory core, and each believed it had gained an advantage over the other. Three hundred years of experience were cast aside in favor of new weapons, new BattleMechs, and the lightning warfare of the Fourth Succession War.
The combat that came, of course, proved to every Inner Sphere leader that the advantage lay not with them, but with the invaders from beyond the Periphery’s borders.
The signs of the coming invasion were there for us to see. One can’t help but marvel at our hubris. The silence that echoed from the Periphery was not the silence of the cowed and the broken, but the silence of the coming night. Hauptmann General Frederic Anderson was quoted in February 3050 saying “Damn straight it’s quiet out there. Those pirates know damned well not to mess with us anymore.” A month later, Anderson was dead and the survivors of his Eighth Arcturan Guards were desperately falling back to Somerset. At the dawn of what would become known as the Clan Invasion only the Free Rasalhague Republic was taking the Periphery pirate threat with any kind of seriousness. Had the greater nations of the Inner Sphere not been so dismissive of the KungsArmé’s efforts, there may well have had more warning of the coming storm.
INVASION BEGINS
While March 3050 is considered by most the opening of the Clans’ invasion the opening shots were fired eight months earlier. Sweeping through the pirate nations of the coreward Periphery, the invading Clans met little to no appreciable opposition. Their superior technology and strict discipline overwhelmed one world after another with little or no resistance.
Having conquered the Periphery with no real challenge the Clans were able to strike in force in March 3050. Their first wave of attacks steamrolled over House Kurita, Free Rasalhague Republic and House Steiner worlds. More than thirty worlds fell in the first month of the invasion, destroying several highly-skilled units. Kerensky and Star League Defense Force had returned.
This sets the stage for the basic scenario of Faction Play.
REPAIR AND REFIT
Idea here is an attempt to cover many concerns that is keeping players and units away from Faction Play by giving Planet’s purpose, ownership of mechs as well as planets, reduction in “pug stomping”, as well as an increase in groups facing other groups, an attrition style of warfare along with a campaign style tug of war. More mech chassis and variants being used, as well as creating a deeper rank system, and more options for coffer use.
Values would need to be adjusted so that having a destroyed mech isn’t as punishing as it was back in the Closed Beta days when Repair/Refit was first used.
On top of the repair costs there should be ways to help lower costs / reward players for their play in Faction Play. Things like higher ranks giving bonus’ to higher pay (mercs) and cheaper repair bills/timers (loyalists)
A repair / refit mechanic could be used to create the "hard core" mode that Bryan Ekman sold the idea to us on back at the Launch event in 2013.
- A timer would be applied to a destroyed mech. The user can wait out the timer to use said mech again or they can pay a fee (that diminishes as the repair time reduces) to ready the mech for deployment.
- Planets could be given purpose by allowing bonus' like reductions on costs and timers for variants, chassis', and even weight classes.
-- extending off this idea, planets that are tagged by a unit could receive higher bonus' towards defending the planet as well as passive bonus' to repair / refit
- Based on faction populations contracts could be made out to cover the costs of repairs and/or refits.
- Ranking system could be used to decrease the cost, as well as increase your pay (Rank 1 should not make the same as a Rank 5, 10, 20 etc).
- Players would not be forced to pay to have your mechs repaired, but rather the mech would be placed on a timer until repairs are completed. Paying a cost would just make the mech immediately ready for deploy.
- Loyalists cost to repair / refit would be cheaper than mercs, but mercs would have higher payouts
The soloist, freelancers will be more important in this regard, as any mechs they destroy is one less that your faction-units(groups) will face in a group drop. Then eventually groups will drop against each other. More mech types will see action due to repair costs and bonuses. More varying drop decks will be used as frontline mechs are destroyed and put into repairs.
Logistics, economics, ownerships, a greater need to have successful freelancers, and unit-warfare... all coming from Repair and Refit.
I'm hopeful that the Call to Arms mechanic will be revamped so that groups that aren't 12 people that enter the queue will trigger the Call, instead of when the enemy has entered the queue. This way freelancers will know they are joining up with a group rather than the likelihood that they are joining up against a group.
Another interesting addition of a Repair / Refit system would be that if you don't have the cbills to repair your mechs, you can drop into Quick Play to earn money and come back with repaired mechs. Which will then be cheaper as time has been applied to your mechs, so the cost will be cheaper.
Thanks to the addition of the Quick Play modes and maps, Quick Play can now serve as a stepping block into Faction Play as well a connecting the two modes to support each other. Don’t have the funds to repair your mechs and thus wait for the timer? Go drop into Quick Play and earn some extra cbills. May be you’ll see someone using mechs that are in your drop deck with builds you want to try out in Faction Play, or meet up with other players looking to recruit for Faction Play.
And with a Repair / Refit system the “pug stomping” will be slowed down or lessen due to their ability to continue in the war effort. The efforts that groups put in to claim a planet will feel less wasted due to whichever side has more pugs. As it will more likely be that groups will meet up and face other groups.
A balance to the tech imbalance can be gained from the use of Repair / Refit. Clan tech COSTS more. A lot more, especially after a player has made modifications. It is quite possible to see a slow down in the Clan advance simply due to the fact that Clan tech costs much more than IS tech.
An added bonus to this effect is you will be able to see which mechs are being used more, used first, picked over from other mechs and can adjust their repair and refit costs as a means of supply and demand to balance their use in Faction Play. The timer could be something that reflects off of the cost as well. Idea being that light mechs would repair faster than assault mechs. (a good reference post for this paragraph by player 50 50
https://mwomercs.com...30#entry5605030)
PLAYER ROLES
LOYALISTS:
Can either be Solo or in a Unit.
Loyal to their faction
Can only fight for their sworn Faction and its allies.
Handles votes to determine planetary assaults
Reputation gains are increased
Cbills gains are based on reputation rank (rank 20 will make more than a rank 1) but are lower than Mercenary pay
House/Clan based Mechs repair/refit faster and cheaper than non-House/Clan based Mechs
Players can use reputation to cover repair/refit expenses or cbills or MC.
Breaking loyalty will reduce reputation gain. Must undergo a 5-match probation period before receiving full benefits.
MERCENARIES:
Must be in a Unit.
Must sign a Faction Contract.
Can only fight for their contracted Faction and its allies
Fighting for the highest bidder, does not vote (7 day contracts)
MRBC reputation gain stays normal (instead of ranks, use MRBC rankings A+, A, B, C, D, F)
Cbills gains and bonuses are increased and are based on reputation rank
Repair/Refit costs and timers are increased
Players can use reputation points to cover repair/refit expenses or cbills or MC.
Breaking of contracts are met with severe penalties. Reduction in contract bonus.
FREELANCERS:
Cannot be in a Unit.
No Faction Contract or allegiance is required.
Can only drop into matches by accepting an Urgent Call To Arms
Receives only standard cbill gains
Does not receive Faction Loyalty or MRBC reputation points.
Repair/Refit costs and timers are standardized
ATTACK TYPES
SCOUTING
4v4 Game Mode, where one team tries to steal/gather Intel, while the others try to stop them.
1 mech, 20 to 55 tons max
INVASION
12v12 Game Mode, Tug of War combat in an attempt to remove the enemy forces from the planet and take control for your faction.
Each battle can sway the capture percentage from two to five percent.
Crushing Victory - Win with more than 36 mechs difference for your side, 5% pull (kill score)
Clear Victory - Win with 35-24 mechs difference for your side, 4% pull
Average Victory - Win with 23-12 mechs difference for your side, 3% pull
Close Victory - Win with less than 12 mechs difference for your side, 2% pull
This would create a more dynamic approach to the battles. PGI and players would be able to clearly see the outcomes of each drop, which faction is getting more sway (whether it be from population, or quality of players, or maybe the matches are close?) and be able to set / offer contracts to better suit the faction that isn't doing as well.
For many, there will be the argument that is makes the main objective less. In that case, how about introducing cases for them as well.
Conquest:
750 - 1250 resource difference, 5% pull
749 - 550 resource difference, 4% pull
549 - 350 resource difference, 3% pull
349 - 1 resource difference, 2% pull
Assault: % of base bar remaining
75 - 100% difference, 5% pull
74 - 50% difference, 4% pull
49 - 25% difference, 3% pull
24 - 1% difference, 2% pull
Domination:
1:00 - 1:30 difference, 5% pull
:59 - :45 difference, 4% pull
:44 - :30 difference, 3% pull
:30 - :01 difference, 2% pull
Skirmish:
Use the formula at the top
LEAGUE MAP
Faction Play map shows the realm of space known as the Inner Sphere. It is here that the six ruling Houses and four invading Clans battle one another over control of worlds. The Inner Sphere is divided into realms controlled by each Faction at the beginning of the game. Each planet contributes to the costs of repairs towards your Mechs. As planets are lost and gained, repair costs and timers will increase or decrease. These planets are also connected by a lattice system that Loyalists can vote on as part of determining which Planets their faction will assault.
Lattice Map reference:
http://iscs.teamspam...30.20020918.jpg
FACTION REPUTATION
LOYALISTS:
Rank 1 to 20 will increase pay from 0% to 20%, and decrease repair cost/timers. The attached rewards are given only once, ranks are reset after seasons.
*Change how Clan loyalist gain reputation. Rename to Honor.
Honor is gained by dropping with tonnage available (reducing their total drop deck tonnage by taking lighter mechs). The more tonnage available in their drop deck, the more honor that is gained. Honor can be increased further through victories.
MERCENARY:
Rank A+ through F (MRBC ranking system), will increase pay from 0% to 20%, and decrease repair cost/timers. The attached rewards are given only once, but ranks are reset after seasons.
Another idea: Using elo formula to determine a user’s rank. Something that can both increase and decrease based upon the user’s performance in Faction Play. Which can then also be used to reset player’s ranks with new seasons.
Formula: Using “algorithm of 400” / Chess rating
For each win, add your opponent's rating average plus 400,
For each loss, add your opponent's rating average minus 400,
And divide this sum by the number of played games.
(((Total of opponents rating/12) +/- 400 x (Wins - Loses)) / Total Games played)
2800 and above: Rank 20
2600–2799: Rank 19
2400–2599: Rank 18
2200–2399: Rank 17
2000–2199: Rank 16
1800–1999: Rank 15
1600–1799: Rank 14
1400–1599: Rank 13
1200–1399: Rank 12
1000–1199: Rank 11
900–999: Rank 10
800–899: Rank 9
700–799: Rank 8
600–699: Rank 7
500–599: Rank 6
400–499: Rank 5
300–399: Rank 4
200–299: Rank 3
100–199: Rank 2
0–100: Rank 1
*personal note - I’d like to try and get Match score into this formula to better represent a player’s contribution to the rest of the team.
FACTION POPULATION BALANCE
https://mwomercs.com...82#entry5131382
In some cases of extreme population percentage imbalance, a contract could cover the cost of Repairs and Refits in an attempt to give that faction a boost recovering lost planets.
Faction population % as of 2/7/2017 7:51 PM Pacific
IS - 56%
Clans - 44%
PLANETARY TYPES
With the addition of quickplay maps there posses an opportunity to make Planet types based on climate.
CW MAPS
Boreal Vault
Emerald Taiga
Grim Portico
Hellebore Springs
Sulfurous Rift
Vitric Forge
QP MAPS
Alpine Peaks
Canyon Network
Caustic Valley
Crimson Strait
Forest Colony
Frozen City
Grim Plexus
HPG Manifold
Polar Highlands
River City
Terra Therma
The Mining Collective
Tourmaline Desert
Viridian Bog
Examples:
COLD WORLD
CW map: Boreal Vault
QP maps: Alpine Peaks, Frozen City, Polar Highlands
HOT WORLD 1
CW map: Victric Forge
QP maps: Caustic Valley, Terra Therma, Viridian Bog
HOT WORLD 2
CW map: Sulfurous Rift
QP maps: Caustic Valley, Terra Therma, Viridian Bog
HOT WORLD 3
CW maps: Victric Forge, Sulfurous Rift
QP maps: Caustic Valley, Terra Therma, Viridian Bog
Idea here is that it would make building drop decks simpler and tuned towards Planet types instead of map
PLANETARY TONNAGES
To add a depth of drop deck tonnages, planets would no longer all be the same tonnage. Instead two ideas that could be used.
Planets close to a faction’s capital would have higher tonnage allowances than enemy factions. This would bring the idea that planets near your capital are easier to defend, versus planets farther away would be harder to capture.
Another idea would be that all planets would have varying tonnage limits from a set of tonnages instead of one value spread across all planets.
PLANETARY VALUE / LOGISTICS
By including the Repair/Refit system, planets can now be valued where they affect repair costs and timers. Factions that begin to lose planets, repair costs and timers would begin to increase but limited by a base value of 100% and can not increase beyond this value in hopes of preventing a snowball effect against the losing side.
Special planets (lore based?) can be labeled to affect the repairs towards specific mechs (variant or chassis) and/or specific weight classes as well. Encouraging factions to hold or take these planets.
MC can still be used as an added reward, keep costs similar to those that would cover repair costs for unit members.
Planets tagged by units could gain extra bonus’, further encouraging units to hold and take planets.
Mercenary:
Can tag a max of three planets for MC income, the planets tagged will be the three highest generating planets.
Loyalist:
Can tag a max of nine planets for MC income, the planets tagged will be the three highest generating planets.
END GAME OBJECTIVES / SEASON END / MAP RESET
Clans: Capture Terra
Houses: Capture majority of House capitals (3)
The idea here is that by sharing objectives this will encourage Clans and Houses to fight not only each other but themselves as well. Upon completing these objectives, the unit with the most impact towards a faction’s victory will receive rewards that they can show off next season.
If Clan win:
Loyalist
Leader: Title, Decal, and Camo - ilKhan
Unit members: Title, Decal, and Camo - ilClan
Mercenary
Leader: Title, Decal, and Camo - Colonel
Unit members: Title, Decal, and Camo - Wolf’s Dragoons
If House win:
Loyalist
Leader: Title, Decal, and Camo - First Lord
Unit members: Title, Decal, and Camo - Star League Defense Force
Mercenary
Leader: Title, Decal, and Camo - Colonel
Unit members: Title, Decal, and Camo - Wolf’s Dragoons
UNIT COFFERS (similar to World of Warcraft’s Banking system)
Currently the coffer’s cover the cost of recruitment.
Repair NPCs have a 'pay for repairs from guild funds' button based on guild permissions (up to withdraw limit). *World of Warcraft*
In MWO, based on rank that the Unit leader sets up, can allot a daily allowance that can be spent to cover repairs from the Unit coffer funds. Which could reset either by phases or daily, etc.
GAME MODES
Tug of War system that changes the mode based on Phases of 20% for each side of the line.
0-20% : Skirmish
21 - 40%: Conquest
41 - 60%: Domination
61 - 80%: Assault
81 - 100%: Invasion
Players have been requesting more randomization towards Game modes. If possible, I’m wondering if the engine could handle changing the value of a variable based on the changing of the tug of war bar. As the bar crosses into the different thresholds that would normally change the gamemode, how bout instead it would change the weights of the possible gamemode that would get picked.
Example: 0-20%: Skirmish = 1
Conquest = .8
Domination = .6
Assault = .4
Invasion = .2
21-40: S = .8
C = 1
D = .8
A = .6
I = .4
41-60: S = .6
C = .8
D = 1
A = .8
I = .6
61-80: S = .4
C = .6
D = .8
A = 1
I = .8
80-100: S = .2
C = .4
D = .6
A = .8
I = 1