It is also hoped that elements of this suggestion will help to alleviate if not resolve on going issues raised by players about the mode such as spawn camping, being able to select the mode they want, wait times, minimal participation to win as well as some options or ways to introduce additional depth and player/unit interactions.
TURNING THE STAGES/MODES INTO MISSIONS
Spoiler
This bit is pretty straight forward.
The stages of the tug of war each represent a mode and is meant to simulate the progress of one side towards achieving the goal of capturing the planet at the end of the attack phase.
Where it has limitations is in:
For starters, any development that adds a new map or a new mode to the game should be instantly portable across the different areas of MWO. It should be instantly available in Quick Play and Faction Play with little or no need for additional development time/resources.
What the different modes (Assault, Conquest, Siege etc) provide is a variety of missions that we could select and undertake as part of our own campaigns for our selected Faction. Our success in these missions can then provide a benefit/reward at multiple levels:
For this to work, the quick play maps and modes should be returned to their original configuration of being a single drop. This has several benefits:
That is, we need a purpose to sending our forces in to complete the mission.
Why do we want to capture the Radar in Dominaton?
Why do we want to destroy the Orbital Cannon in Siege?
Why do we collect Resource Points in Conquest?
By adding a purpose or a result to successfully completing these missions, we can create ongoing benefits or instant effects which apply to our group or individually.
At a faction level, successfully completing a mission counts as a tally towards our faction for this attack phase. We can create a lot more variety and trigger different events dynamically based on the number and type of missions we complete successfully for our faction.
Therefore at a faction level we can expand the scope from just capturing a planet to include all sorts of buffs and debuffs which will in turn add much needed depth and individuality to each faction. (Each individual House and Clan)
This bit is pretty straight forward.
The stages of the tug of war each represent a mode and is meant to simulate the progress of one side towards achieving the goal of capturing the planet at the end of the attack phase.
Where it has limitations is in:
- Getting stuck in a particular phase.
This has been alleviated by making the actual modes more random.... which makes the use of stages irrelevant. - The end of attack phase minimal participation rush.
This is where there is a sudden influx of players at the end of the attack phase to deny the results and efforts of players that might have been working on progressing the invasion for hours. This was true when we had the sectors of the planet to fight over and it is still true with the tug of war. - The addition of the quick play maps and modes added a lot of variety to Faction Play but were not designed with Drop Decks in mind. We have seen a few limitations and complications with them as well as adding to the development requirements. It should be noted that even with these changes, we do not have all of the maps and modes anyway.
For starters, any development that adds a new map or a new mode to the game should be instantly portable across the different areas of MWO. It should be instantly available in Quick Play and Faction Play with little or no need for additional development time/resources.
What the different modes (Assault, Conquest, Siege etc) provide is a variety of missions that we could select and undertake as part of our own campaigns for our selected Faction. Our success in these missions can then provide a benefit/reward at multiple levels:
- At a personal level we get XP, C-Bills and Loyalty/Reputation points.
- As a group, we can incorporate some small benefits that from the different missions that then carry into the next mission or for the duration of our campaign.
- Our victories in any of the missions add to a tally for our individual factions which then advance the overarching goals and impact the galactic map and other factions.
For this to work, the quick play maps and modes should be returned to their original configuration of being a single drop. This has several benefits:
- It becomes a lot easier to add any map and mode into Faction Play which means we can instantly add any missing maps and modes that we currently have. This also simplifies the development process as stated earlier so that any future additions will automatically benefit Faction Play as well.
- Only having a single drop will completely eliminate spawn camping on these modes.
- By maintaining the structure of the Quick Play modes in Faction Play, we will also make the transition a little easier for newer players.
That is, we need a purpose to sending our forces in to complete the mission.
Why do we want to capture the Radar in Dominaton?
Why do we want to destroy the Orbital Cannon in Siege?
Why do we collect Resource Points in Conquest?
By adding a purpose or a result to successfully completing these missions, we can create ongoing benefits or instant effects which apply to our group or individually.
At a faction level, successfully completing a mission counts as a tally towards our faction for this attack phase. We can create a lot more variety and trigger different events dynamically based on the number and type of missions we complete successfully for our faction.
Therefore at a faction level we can expand the scope from just capturing a planet to include all sorts of buffs and debuffs which will in turn add much needed depth and individuality to each faction. (Each individual House and Clan)
REPURPOSING SCOUTING
Spoiler
Scouting is fun.
It is a high paced small group mode with some unique features.
Where it has a few draw backs is in:
If we think of scouting as the way to locate enemy forces and strategic targets then we could use the Intel points as a way to unlock/buy those missions for our campaigns. Essentially, we spend our Intel so we may commit one or more lances to a new mission such as Assault or Conquest or Siege.
The spending of the points is necessary as Intel should be considered fluid and dynamic. It also creates a reason to keep scouting.
By assigning a point value to the different missions we can also setup levels of difficulty relevant to those missions or as a way to alter events.
For example, it might only cost 5 Intel points to send a single lance on a skirmish mission, but it may take 15 to send one lance on a Siege mission. Or perhaps as an event where the objective is to cut enemy supply lines, the cost of buying Conquest missions is reduced.
Having a cost associated with the different missions provides the game with a variable that we can affect with other features and further build some depth and variety onto Faction Play. For example: Liao may have very good Intel channels so they get an automatic reduction to the cost of unlocking/buying missions. That is, a 'quirk' at the Faction level that players in the faction can benefit from which creates a reason to be aligned with that faction.
Because Faction Play is designed as a group game, we can accumulate the Intel points in the group screen and also look at other options to spend the Intel on that would provide appropriate benefits for our group.
Maintaining Scouting as a 4 v 4 only mode is necessary, but the restrictions on mech tonnage need to be lifted as will become more evident when we start talking about the drop decks.
Additionally, Scouting is an asymmetrical mode. We have an attacker and a defender. With this proposal this is not a viable way to manage the mode and it needs to be symmetrical. This means changing the rules a little for both sides in the Scouting mission so that the collection of the Intel is key and the first lance to reach 11 Intel points summons their drop ship and it is on them to then escape and add those points to their group total. Should they fail, then the other team can have a chance to escape with the intel they have collected. If no-one escapes, no-one gets any intel.
Scouting is fun.
It is a high paced small group mode with some unique features.
Where it has a few draw backs is in:
- It allows a small group of players to alter the game play for a larger group.
- It is disconnected and used as a global effect, there is no relating our effort in scouting to our personal effort in the invasion at a group level.
- Like the other modes, the objective of collecting the Intel seems secondary to shooting each other.
If we think of scouting as the way to locate enemy forces and strategic targets then we could use the Intel points as a way to unlock/buy those missions for our campaigns. Essentially, we spend our Intel so we may commit one or more lances to a new mission such as Assault or Conquest or Siege.
The spending of the points is necessary as Intel should be considered fluid and dynamic. It also creates a reason to keep scouting.
By assigning a point value to the different missions we can also setup levels of difficulty relevant to those missions or as a way to alter events.
For example, it might only cost 5 Intel points to send a single lance on a skirmish mission, but it may take 15 to send one lance on a Siege mission. Or perhaps as an event where the objective is to cut enemy supply lines, the cost of buying Conquest missions is reduced.
Having a cost associated with the different missions provides the game with a variable that we can affect with other features and further build some depth and variety onto Faction Play. For example: Liao may have very good Intel channels so they get an automatic reduction to the cost of unlocking/buying missions. That is, a 'quirk' at the Faction level that players in the faction can benefit from which creates a reason to be aligned with that faction.
Because Faction Play is designed as a group game, we can accumulate the Intel points in the group screen and also look at other options to spend the Intel on that would provide appropriate benefits for our group.
Maintaining Scouting as a 4 v 4 only mode is necessary, but the restrictions on mech tonnage need to be lifted as will become more evident when we start talking about the drop decks.
Additionally, Scouting is an asymmetrical mode. We have an attacker and a defender. With this proposal this is not a viable way to manage the mode and it needs to be symmetrical. This means changing the rules a little for both sides in the Scouting mission so that the collection of the Intel is key and the first lance to reach 11 Intel points summons their drop ship and it is on them to then escape and add those points to their group total. Should they fail, then the other team can have a chance to escape with the intel they have collected. If no-one escapes, no-one gets any intel.
ENHANCING FUNCTIONALITY IN THE GROUP SCREEN
Spoiler
To further enhance the system and emphasise the intention of Faction Play as a group mode, we need a few adjustments to how we setup and use our groups.
As the whole game is built around lances, we also need to setup some strict group requirements based on that structure and the multiple of 4 players.
We have to ignore the Clan Star setup I'm sorry and keep it uniform in the lance : company structure.
Enforcing this structure is to ensure we can more easily get the missions started and cater for different levels of active population. This will also provide variation in the combat as a 4 v 4 game will play out differently to 8 v 8 or 12 v 12.
Because part of the campaign concept is to bring back a bit more individual faction identity, we have to avoid mixed groups. This is also to enable Clan vs Clan and IS vs IS conflicts in addition to the existing Clan vs IS which will in turn provide more variations in the combat.
It would still be nice to build up and manage a group of up to 12 players in the group screen. However we need a small adjustment to be made to allow the individual lances to ready up and drop independently. We can use the group screen to sync drop the lances and can look at ways to pool Intel and other mission benefits as a larger group by way of increasing the management aspects in the screen for Lance and Company command positions.
Additionally, we could look at some further visual enhancements such as:
This information is not only useful for groups to organise themselves but could serve as another option to spend Intel points on, the identification of forces, as well as information that might be recorded in a war log for the campaign or the attack phase.
"An Elite <unit> Heavy Lance has been attacking <mission objectives> for <Clan/house>"
A campaign view of the planet with some nice visual representations for the missions along with the groups queued would serve well here adding some small elements of immersion and planning.
To further enhance the system and emphasise the intention of Faction Play as a group mode, we need a few adjustments to how we setup and use our groups.
As the whole game is built around lances, we also need to setup some strict group requirements based on that structure and the multiple of 4 players.
We have to ignore the Clan Star setup I'm sorry and keep it uniform in the lance : company structure.
Enforcing this structure is to ensure we can more easily get the missions started and cater for different levels of active population. This will also provide variation in the combat as a 4 v 4 game will play out differently to 8 v 8 or 12 v 12.
Because part of the campaign concept is to bring back a bit more individual faction identity, we have to avoid mixed groups. This is also to enable Clan vs Clan and IS vs IS conflicts in addition to the existing Clan vs IS which will in turn provide more variations in the combat.
It would still be nice to build up and manage a group of up to 12 players in the group screen. However we need a small adjustment to be made to allow the individual lances to ready up and drop independently. We can use the group screen to sync drop the lances and can look at ways to pool Intel and other mission benefits as a larger group by way of increasing the management aspects in the screen for Lance and Company command positions.
Additionally, we could look at some further visual enhancements such as:
- Marking a lance with a role. ie. Command, Support, Scout etc.
- Classifying them according to the average tonnage so they can be seen as a Light, Medium, Heavy or Assault lance.
- Using the average tier to show the experience of the lance. ie. Cadet, Regular, Elite, Veteran etc.
- Should we work out a battle value for the mechs based on the various stats (fire power, armour, speed etc) then we could show that in some way as well.
- Colour code them, a few little icons or something.
This information is not only useful for groups to organise themselves but could serve as another option to spend Intel points on, the identification of forces, as well as information that might be recorded in a war log for the campaign or the attack phase.
"An Elite <unit> Heavy Lance has been attacking <mission objectives> for <Clan/house>"
A campaign view of the planet with some nice visual representations for the missions along with the groups queued would serve well here adding some small elements of immersion and planning.
THE SIGNIFICANCE OF DROP DECKS
Spoiler
Drop decks allow us to measure our attrition in battle with our mechs representing a resource that we need to manage. With the current setup we drop our entire deck into a single mode and it is more like 4 lives for respawn.
If we look at our involvement in Faction Play as launching on a campaign then the drop decks can really fulfill the purpose of being a limited resource for the duration of each campaign. This involves changing the order/flow of how we participate in the war.
As the proposal here is to create an extended feel to the game play, when we select to join in we pick a drop deck to commit for a campaign. This means we only get those four mechs for as many missions as we can keep them running for. MWO is a skill based game. By using the drop decks a little differently and in having the option to select our missions, we are bringing in a strategic level and expanding the scope.
Having the limited resource of 4 mechs for the drop deck will create that sense of attrition and put us in the position of being left with mechs that may not be overly suitable for the mission we might embark on. If we maintain damage states, collect Intel and Resources that we can utilize while on our campaign, we start to build a very different picture for Faction Play.
Because we are incorporating Scouting as a mission, the weight restrictions for Scouting do not work too well. Dropping into a scout match with assault mechs may not be the best option if there is a greater emphasis on collecting the Intel, though we can simply consider this a tactic.... developed by Steiner.
The same can be said of the other missions.
The drop deck then becomes a feature we use for different campaigns we might embark on. If we wanted to focus purely on Siege missions, we could structure a drop deck accordingly, keeping in mind that we might want one of those mechs kitted out for Scouting so we can get the intel necessary to buy the Siege mission.
Being able to chose our missions flips the process around so that we plan ahead and pick our strategy instead of finding ourselves assigned randomly to a mode and then scrambling to pick a drop deck.
We have the randomness in Quick Play.
For Faction Play, having it feel different is important so changing the approach and giving players that chance to plan ahead, pick strategies and outfit their mechs accordingly is something that will benefit the mode.
With any resource we want to be able to replenish that resource so we can keep on going. This is where mission selection starts to play a factor. Conquest is perfectly setup as a mission that provides resources which could translate into a point system allowing us to repair mechs with a very simple mechanic. One of the other missions could provide a replacement for a destroyed mech. If we add in a couple of extra features we have some options that we can not only build on in other areas of the game, but also work with as mission outcomes.
Using the drop decks in this way requires a commitment to continue using that drop deck. If we can simply leave the war and re-enter with a different drop deck it defeats the need to even use drop decks. For this reason alone, we need a gating mechanism which commits us to using the mechs we have selected. I propose using a logistics cost as a way to manage this aspect as well as add some new functionality and depth to Faction Play.
With our participation in Faction Play extending over multiple missions and potentially taking a greater amount of time, having better visibility into the current war front becomes more significant. By this I mean showing the type of planet we will be dropping on and therefore the type of maps we can expect so we may select an appropriate drop deck before we commit to the war.
It may not seem like much, but simply being able to pick a camo and colour scheme to fit the maps adds a little bit of immersion that is missing. ie. Setting up your mechs with desert camo if you know the maps are going to be desert based.
This suggests we can apply themes to planets, different biomes and conditions to fight under and is little more than adding some extra information and tying in different maps on the Invasion screen for the planet. As the concepts being explored in this thread revolve around the larger invasion drop decks (4 mechs) and incorporating scouting as part of that process, the current small scout drop decks (1 mech) can be repurposed for use. It may be that we use them for hot drop options, or where we draw a replacement mech from. I will explore some options for the scout drop decks at a later date.
Drop decks allow us to measure our attrition in battle with our mechs representing a resource that we need to manage. With the current setup we drop our entire deck into a single mode and it is more like 4 lives for respawn.
If we look at our involvement in Faction Play as launching on a campaign then the drop decks can really fulfill the purpose of being a limited resource for the duration of each campaign. This involves changing the order/flow of how we participate in the war.
As the proposal here is to create an extended feel to the game play, when we select to join in we pick a drop deck to commit for a campaign. This means we only get those four mechs for as many missions as we can keep them running for. MWO is a skill based game. By using the drop decks a little differently and in having the option to select our missions, we are bringing in a strategic level and expanding the scope.
Having the limited resource of 4 mechs for the drop deck will create that sense of attrition and put us in the position of being left with mechs that may not be overly suitable for the mission we might embark on. If we maintain damage states, collect Intel and Resources that we can utilize while on our campaign, we start to build a very different picture for Faction Play.
Because we are incorporating Scouting as a mission, the weight restrictions for Scouting do not work too well. Dropping into a scout match with assault mechs may not be the best option if there is a greater emphasis on collecting the Intel, though we can simply consider this a tactic.... developed by Steiner.
The same can be said of the other missions.
The drop deck then becomes a feature we use for different campaigns we might embark on. If we wanted to focus purely on Siege missions, we could structure a drop deck accordingly, keeping in mind that we might want one of those mechs kitted out for Scouting so we can get the intel necessary to buy the Siege mission.
Being able to chose our missions flips the process around so that we plan ahead and pick our strategy instead of finding ourselves assigned randomly to a mode and then scrambling to pick a drop deck.
We have the randomness in Quick Play.
For Faction Play, having it feel different is important so changing the approach and giving players that chance to plan ahead, pick strategies and outfit their mechs accordingly is something that will benefit the mode.
With any resource we want to be able to replenish that resource so we can keep on going. This is where mission selection starts to play a factor. Conquest is perfectly setup as a mission that provides resources which could translate into a point system allowing us to repair mechs with a very simple mechanic. One of the other missions could provide a replacement for a destroyed mech. If we add in a couple of extra features we have some options that we can not only build on in other areas of the game, but also work with as mission outcomes.
Using the drop decks in this way requires a commitment to continue using that drop deck. If we can simply leave the war and re-enter with a different drop deck it defeats the need to even use drop decks. For this reason alone, we need a gating mechanism which commits us to using the mechs we have selected. I propose using a logistics cost as a way to manage this aspect as well as add some new functionality and depth to Faction Play.
With our participation in Faction Play extending over multiple missions and potentially taking a greater amount of time, having better visibility into the current war front becomes more significant. By this I mean showing the type of planet we will be dropping on and therefore the type of maps we can expect so we may select an appropriate drop deck before we commit to the war.
It may not seem like much, but simply being able to pick a camo and colour scheme to fit the maps adds a little bit of immersion that is missing. ie. Setting up your mechs with desert camo if you know the maps are going to be desert based.
This suggests we can apply themes to planets, different biomes and conditions to fight under and is little more than adding some extra information and tying in different maps on the Invasion screen for the planet. As the concepts being explored in this thread revolve around the larger invasion drop decks (4 mechs) and incorporating scouting as part of that process, the current small scout drop decks (1 mech) can be repurposed for use. It may be that we use them for hot drop options, or where we draw a replacement mech from. I will explore some options for the scout drop decks at a later date.
VICTORY
Spoiler
By using a campaign system based on our own participation we are able to measure our own success and contribution at a personal level. As Faction Play is about the Factions we represent while in the field, we need to be able to see that contribution according to each individual faction. This is about breaking up the view and the information we see so it brings back some of that faction identity and pride.
As this concept focuses on participation according to the number of lances, to keep it balanced and recognise the contribution, each lance that participates in a battle contributes a point towards the Victory tally for their faction on a win. That simply means that should the mission take three lances (one wave of 12 players) per side, then the winning side adds three Victory Points to their faction tally for that type of mission. 1 point per lance in the battle.
In a mission such as Siege where there are multiple drops into the one mission, each wave is effectively a new lance which could result in a winning team adding 12 points to the tally. Whether Siege should be altered so that it is a single drop is a discussion on it's own but there are obviously some finer details to discuss and work out. It may be a case of weighting different missions, then it becomes a multiplier to the Victory Points earned from those missions. Weighting the victory points according to the mission may provide a way to define events.
At the end of each Invasion period, the Faction with the highest total is the one that achieves it's goals.
Should we want to add different types of effects from the end of each attack phase, ie. not just "Faction X captured planet Y", then we could use different types of Victory Points to trigger those effects. For example, winning a lot of Conquest missions may reward Resource Victory Points at the faction level which may result in an economic penalty to the opposing faction for the next Invasion period.
It might be a great way to build up different rivalries between the factions and even between units and groups as the instigators, particularly if considering border conflicts between the Inner Sphere Houses or Trials between the Individual Clans.
Using a tally system such as Victory Points also means that should a group work diligently over a significant amount of time that their efforts are not undone by last minute blocking from players that have not been participating. Greater participation is the key.
To further signify the effort of players and make the mode as inclusive as possible we should look at extending the Invasion period so that we do not have such a short turn around on the map. The 8 hour attack phase to win 4 planets is a very short period of time and we can see significant and drastic changes in the map as a result. Losing an entire faction from the map in the space of a week should not be possible and the speed of change does not let us explore other ideas and features that would benefit from slowing the process down. Having to reset a map that should be more persistent is not good for a game that wants to promote continual conflict.
We need to remember that this community is split around the world in multiple time zones so we should allow everyone to participate. We should use the three servers, one for each attack phase, so there is some regional focus and advantage to players in those regions. However we should also extend each invasion block so that it is at least a 24 hour period if not longer. Given real life commitments, it may not be unreasonable to set that invasion period to a week so by the weekend, we have that shift of borders and it's a bit of an event but more importantly it gives players ample opportunity to participate in that lead up.
If we enforce groups to only contain players from a single House or Clan, we can bring back some of the conflict and faction identity from the earlier iterations of Faction Play.
Features such as voting which faction we were going to attack for example.
This would still work even in the one bucket system as we fight for victory for our selected faction regardless of who that might be against. Bringing back some of the individual faction identity is important to many players and we can use the different victory points to penalize our chosen enemy for an attack phase.
When we look at extending the duration of the conflicts, we can make the mode more inclusive for players and allow for the addition of other features such as creating differences in the individual factions that in turn can be influenced by our actions.
By using a campaign system based on our own participation we are able to measure our own success and contribution at a personal level. As Faction Play is about the Factions we represent while in the field, we need to be able to see that contribution according to each individual faction. This is about breaking up the view and the information we see so it brings back some of that faction identity and pride.
As this concept focuses on participation according to the number of lances, to keep it balanced and recognise the contribution, each lance that participates in a battle contributes a point towards the Victory tally for their faction on a win. That simply means that should the mission take three lances (one wave of 12 players) per side, then the winning side adds three Victory Points to their faction tally for that type of mission. 1 point per lance in the battle.
In a mission such as Siege where there are multiple drops into the one mission, each wave is effectively a new lance which could result in a winning team adding 12 points to the tally. Whether Siege should be altered so that it is a single drop is a discussion on it's own but there are obviously some finer details to discuss and work out. It may be a case of weighting different missions, then it becomes a multiplier to the Victory Points earned from those missions. Weighting the victory points according to the mission may provide a way to define events.
At the end of each Invasion period, the Faction with the highest total is the one that achieves it's goals.
Should we want to add different types of effects from the end of each attack phase, ie. not just "Faction X captured planet Y", then we could use different types of Victory Points to trigger those effects. For example, winning a lot of Conquest missions may reward Resource Victory Points at the faction level which may result in an economic penalty to the opposing faction for the next Invasion period.
It might be a great way to build up different rivalries between the factions and even between units and groups as the instigators, particularly if considering border conflicts between the Inner Sphere Houses or Trials between the Individual Clans.
Using a tally system such as Victory Points also means that should a group work diligently over a significant amount of time that their efforts are not undone by last minute blocking from players that have not been participating. Greater participation is the key.
To further signify the effort of players and make the mode as inclusive as possible we should look at extending the Invasion period so that we do not have such a short turn around on the map. The 8 hour attack phase to win 4 planets is a very short period of time and we can see significant and drastic changes in the map as a result. Losing an entire faction from the map in the space of a week should not be possible and the speed of change does not let us explore other ideas and features that would benefit from slowing the process down. Having to reset a map that should be more persistent is not good for a game that wants to promote continual conflict.
We need to remember that this community is split around the world in multiple time zones so we should allow everyone to participate. We should use the three servers, one for each attack phase, so there is some regional focus and advantage to players in those regions. However we should also extend each invasion block so that it is at least a 24 hour period if not longer. Given real life commitments, it may not be unreasonable to set that invasion period to a week so by the weekend, we have that shift of borders and it's a bit of an event but more importantly it gives players ample opportunity to participate in that lead up.
If we enforce groups to only contain players from a single House or Clan, we can bring back some of the conflict and faction identity from the earlier iterations of Faction Play.
Features such as voting which faction we were going to attack for example.
This would still work even in the one bucket system as we fight for victory for our selected faction regardless of who that might be against. Bringing back some of the individual faction identity is important to many players and we can use the different victory points to penalize our chosen enemy for an attack phase.
When we look at extending the duration of the conflicts, we can make the mode more inclusive for players and allow for the addition of other features such as creating differences in the individual factions that in turn can be influenced by our actions.
Edited by 50 50, 21 November 2017 - 01:11 PM.