I am going to use Sides as a way to describe a collection of factions.
Cato Zilks, on 05 February 2018 - 03:30 PM, said:
I am not 100% clear on what you were going for with the limiting team creation bit. If you meant, make it more difficult for 12 mans to form up, that is both a bad idea counter to the very founding principles of Faction Warfare, but also is an overhaul of the system. If you meant it preventing IS or Clan hodgepodge groups see below.
If we want to be able to represent individual factions and not just a big Clan or IS blob, then you can't have mixed teams or there has to be some way of limiting it.
When the system moved to the single Clan vs IS front we lost pretty much all of that faction identity and as a result, hundreds of players. We were left with two sides in the conflict.
So yes. I am suggesting that if we want to be able to fight for Davion or Marik or Steiner and have our victories specifically benefit those factions that the teams that form have to only consist of players from those factions so we can break the conflict down and have more sides represented.
This presents an immediate problem in that we have too many factions to represent each one as an individual side in the conflict.
At the moment there are 13 and there is potentially more on the way. The Clans alone have about 20 and there a number of splinter (eg. St Ives Compact) and periphery houses within the IS.
We simply cannot have 476 sides doing their own thing because it means we cannot give each of those sides any greater meaning or depth that what they have now.
If we don't change from the 2 blobs we have now, we can add as many additional factions to both sides as we would like because they don't mean anything.
So consolidating some factions with others as a particular side would need to be done.
I was thinking 8 might be a good number and we divide the Clans into two sides, Warden and Crusader and put the splinter factions like FRR in a side that can be expanded to allow other IS factions. Leave the 5 great houses as is.
That may not necessarily be the way to form the sides and maybe Davion and Steiner combine as the Federated Commonwealth and some of the others are mixed together. We can debate the combinations.
The point is, if we do have a faction like Davion represented as it's own individual side in the conflict, then you cannot have teams form with mixed players unless they are included as part of that side.
In terms of actually getting this work done, unless the code has been removed, it should already be there as we did have this limitation on team composition when Community warfare was introduced. It should not be difficult to implement.
Where we could foresee some problems is in making it difficult for a full team of 12 players to assemble. I wasn't going to really discuss it here, but the system needs a way to allow smaller conflicts to occur. That is a problem now and could be solved to some degree if we could get 4v4 or 8v8 battles. That is purely to combat wait times and allow us to play when the active population fluctuates.
Given that in the past we have seen players organise their own conflicts and form the teams, it's hard to say how much of a problem it might actually be. Regardless, the system needs some flexibility.
Cato Zilks, on 05 February 2018 - 03:30 PM, said:
You are wanting to create several persistent bukkits. We moved away from that because we had too many ghost drops, we don't have the population to keep a lot of bukkits going at once. That also represents a major overhaul of the system.
No.
I am suggesting we take it a step further by allowing the internal conflicts to occur within the one queue.
There are occasions where there might be more players active on the Clan side than on the IS and as a result the wait times for Clan are extended, or vice versa.
But if we have a system which allows any one team to fight any other team because they are on a different side, then we alleviate part of that problem by allowing a Clan team to face a Clan team, or an IS team to face an IS team.
So if we have 8 sides all up, then a team from Side 1 can face a team from any other side.
This is why we get rid of the limitations created by 'Borders' on a map.
Cato Zilks, on 05 February 2018 - 03:30 PM, said:
You want to lengthen the battle cycles, which is a major overhaul of the current system.
That can't be difficult.
It's a timer.
Didn't Tukayyid 2 run as a single attack phase for 4 days?
Cato Zilks, on 05 February 2018 - 03:30 PM, said:
You want to create a logistics system, which is a major overhaul of the current system.
Supply lines in this thread, to represent the ability to supply the front line with the equipment to continue the fight.
It's not possible at the moment for a few reasons.
It may be possible by changing the map to have the strict attack lanes and planets as described.
Because we don't have any other representation for supplies, the drop deck tonnage seemed a logical way to represent it.
But perhaps that could be better done with some sort of 'Supply Counter' that we use up.
Does this require some development work? Absolutely.
If we change the map, it might be a possibility that we can look at. Don't have to do it straight away but if we want some more depth in the whole concept of Community Warfare, there is an option.
Logistics is a measure of time and cost. I would suggest doing that differently.