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Faction Play - New Game Structure


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Poll: New Structure for Faction Play (2 member(s) have cast votes)

Would you get behind this idea

  1. Yes (2 votes [100.00%] - View)

    Percentage of vote: 100.00%

  2. I would change a couple of things (please comment) (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 50 50

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Posted 12 July 2017 - 07:50 PM

Picking a faction was meant to mean something, some sort of identity.
Particularly to loyalists.
The other view of the map is still there, it would be nice to be able to toggle back and forth from it.
However, because we no longer advance our own faction's goals it's more of a nice thing to be able to see but right at the moment it doesn't serve much purpose.
There is little point to capturing the planets either and we can probably do away with the idea.

Right at the moment it would be better to use the tug of war more like a faction scoreboard and as a method to trigger faction based events. Given that the borders and individual planets have little to no meaning, we could use an even more abstract battle system and simply have 'theatres of war' of which there are three.
We have the clear Clan vs IS theatre of war.
We need to introduce an Inner Sphere vs Inner Sphere theatre of war.
And we also need the Clan vs Clan theatre of war which is really the various trials.

Any split in the mode means we will run into wait time problems due to the potential lack of a substantial population to keep everything rolling along.
This does mean we need to change the requirements for starting a match so I am going to say that we need to have the minimum reduced to 4, a lance, but also make this a strict multiple. This follows on a bit from the earlier post and in reference to Koniving's post and various others but I am also going to suggest we remove scouting as a separate mode and instead incorporate key elements from there, and the other quick play modes, plus siege and rebuild the mode and maps.
The drop decks are still to be used but we need to look at adding some additional functions to them.

I am also going to suggest that to make things work, it needs to be a bit more of a free for all system, particularly in the IS vs IS and Clan vs Clan theatres. That's a bit of a lose concept that I will go over in more detail to clarify.

Lastly, while the game is based on the Battletech board game and the lore and mechs there, at this stage I feel we could benefit from taking some ideas and structures from the trading card game, particularly around setting up bases and even looking into some resource functions all to bring some depth and options to the mode. I'm sure a few of you will be saying, wtf, but before you shut down the idea please hear it through first.

So, on to the idea....
Spoiler


At this point, you may be recognizing some of the features and the direction in which I am heading with this idea so I'll get to it.

How the mode is intended to play out....
Spoiler



The resource points are worth mentioning at this stage as there is the possibility for teams to stay in a single battle for quite a long time.
Spoiler


So how does this work in the larger context of the Inner Sphere map and our factions?
Spoiler


Please feel free to leave comments and discuss this as an option for Faction Play.

Edited by 50 50, 13 July 2017 - 08:22 PM.


#2 50 50

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Posted 12 July 2017 - 07:55 PM

Please also consider that we still have the option under this sort of structure to look into some other aspects of the system.
I would appreciate your comments and feedback in the following threads as part of a larger over arching view of the mode.

Using our points as a currency

Repairs, rearm or loot

Logistics

Integrating scouting (coming soon)

Edited by 50 50, 13 July 2017 - 08:23 PM.






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