Most of us wanted to have some goal/meaning in Community Warfare (FW) and many are not playing that game mode without a bigger goal or metagame.
I would try something like this to finally have a goal and metagame around factions and planetary conquest:
1.) The Launch Windows now only checks/asks if you want Scouting, Invasion or both game modes (if your group is meeting the tonnage limits) and all games are part of the Faction Warfare modes.
Solos will not be together with groups in any mode.
1a.) Scouting remains as 4vs4, but you can automatically select Scouting game mode in the game mode selection screen if your group/tonnage fits .
solo/group queue separated (with QP matchmaker).
1b.) Quick Play uses all the Faction Play maps and the player can select in the game mode screen if they want to play "Single-Mech" style (with lower base structure health in invasion mode) or use a "static" dropdeck of the same mech 4x (4 drops).
QP uses the existing matchmaking - and is for solo only.
maybe 8vs8 only.
outdated old version in the spoilers
1c.) Invasion Faction Play uses the existing drop deck functionality and is up to 12vs12, but only groups are matched by using the matchmaker rules from current quick play group queue (minus the tonnage matching, as it only needs to match clan/is)
Additionally some changes to the Map/Planetary system come into play to gain and spend resources.
2.) Faction Plan lobby will have a new interface for spending the resources.
Players, Factions and Units gain resource points for each game (Scouting / QP / FP), with a soft cap, (more from conquest/domination modes and more for FP games in general) which can be used to "unlock" certain stuff for the Faction Play games by the group/company leader(s) each game.
2a.) Unit officers can use unit resources/coffer
2b.) Any player can add his personal resources (even Loyalists)
2c.) Points are only spend if the group has enough points to unlock the feat together
2d.) Factions have different bonus values that can increase if the faction owns more planets
2e.) Units automatically gain 5% resources into the unit coffer (similar to the 5% GXP of the mech XP)
3.) FP Drop Feats to unlock with resources on the launch window
Multiple areas to spend your pilot/group/unit resources
- Faction Camo and colors (default colors) automatically set ingame for the player/team - low cost per game
- Turret upgrades (health / range / dmg) for Invasion defender game - medium cost per game
- Generator upgrades (health) for Invasion defender game - medium cost per game
- Tower upgrades (health / duration / range) only for Incursion game modes - medium cost per game
- Dropship upgrades (higher tonnage) unlocks "extra" dropdeck - high cost per game
- Dropship downgrade (lower tonnage, faster respawn speed) allows to "save" some resource points with lower drop weight for a 5th mech drop - medium cost per game
- Air supperiority provides you shorter cooldowns on Airstrikes and longer cooldowns of the enemy airstrikes - high cost per game (only one team can have this active)
- Ground supperiority provides you shorter cooldowns on Artillery support and longer cooldowns of the enemy Artillery - high cost per game (only one team can have this active)
- AI controlled resource/repair convois that can repair turrets/towers/generators if they reach the base - can be intercepted by the enemy team - Air/Land crafts require "Air/Ground supperiority" - high cost per game
4.) Faction Bonuses (always active in all modes, if applicable)
Multiple bonuses can be applied and are depending on owned/conquered Planets per season:
- all IS factions get 10-30% discount on "Air/Ground" feats
- all Clan factions get 20-50% discount on "Dropship downgrade" (down-bidding)
- all Clan factions get X% less payment on losses, but X% more ressources/loyalty on victories
- all Clan factions get bonus to xyz
- all factions get bonus loyalty/ressources when piloting faction specific variants
- all factions have 5-10% better armor/agility when piloting faction specific variants
- Mercs get 50% of their employer bonuses
- Mercs get X% more resources/payment
- Mercs get X% discount on "Ground supperiority" feat
- Weapon buffs to range/cooldown about 5-10% (depending on planets)
- Steiner gets 15-40% discount for "Dropship Upgrade" feat
- Steiner gets X% buff to Assault mech speed and Gauss Rifles
- Davion gets X% buff to agility of Medium mechs
- Davion gets X% buff to Ballistics and ML
- Liao gets 15-40% buff to range/duration on ECM, BAP, Stealth Armor, UAV and scouting/incursion sensor effects
- Liao gets X% buff to SRM and Pulse Lasers
- Marik gets 15-40% discount on all turret/tower/generator and convoi feats
- Marik gets X% buff to speed of Heavy mechs
- Marik gets X% buff to LLaser and LRM
- Kurita gets 25-50% buff to all faction bonuses
- Kurita gets X% buff to PPCs and LRM
- FRR gets 15-50% discount for "Air supperiority" feat
- FRR gets X% buff to ER Lasers
- Clan Wolf gets X% buff to short range weapons and UACs/LRM
- Clan Jadefalcon gets X% buff to medium range weapons and LBX/PPC
- Clan Smoke Jaguar gets X% buff to long range weapons and Gauss/Streak
- Clan Ghost Bear gets X% buff to short weapons and SRM/Laser
5. Faction Group Composition is decided by the largest majority group.
- The matchmaker will prioritize one one side and tires to do between 75% and 100% on one side (e.g. 10 IS Mechs and max of 2 Clan Mechs)
- - If the group consists of mostly IS Pilots, the drop is on the IS side (and same for Clan side)
- - Dropdecks need to be pure tech for each pilot (e.g. 10 IS pilots all needs to have 4 IS mechs and the 2 Clan Pilots need to bring Clan mechs only)
- - Group wide Faction Bonuses are depending on the groups major faction (e.g. major IS faction is Steiner, so you only get Steiner Feat bonuses)
- - Personal Faction Bonuses are independent on the groups major faction (e.g. as a Steiner Pilot, you will still get your X% buff to your Assault mechs, even if the group is Clan Wolf).
Edited by Reno Blade, 03 March 2018 - 07:23 AM.