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Proposal - Faction Play Revamp


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Poll: Faction Play Revamp (55 member(s) have cast votes)

What do you want from FP?

  1. I play FP modes at least weekly (32 votes [15.69%])

    Percentage of vote: 15.69%

  2. drop Clan vs Clan and I.S. vs I.S. (24 votes [11.76%])

    Percentage of vote: 11.76%

  3. Scouting mode Result Changes (14 votes [6.86%])

    Percentage of vote: 6.86%

  4. Attack Result Calculation Changes (19 votes [9.31%])

    Percentage of vote: 9.31%

  5. More FP Rewards/PGI events (36 votes [17.65%])

    Percentage of vote: 17.65%

  6. New Gamemodes (27 votes [13.24%])

    Percentage of vote: 13.24%

  7. Gated entry to FP modes (15 votes [7.35%])

    Percentage of vote: 7.35%

  8. Ecomonics/Logistics for mechs (27 votes [13.24%])

    Percentage of vote: 13.24%

  9. Contract system is too restrictive (10 votes [4.90%])

    Percentage of vote: 4.90%

Do you plan to play Solaris7

  1. Yes, more than other modes (7 votes [12.73%])

    Percentage of vote: 12.73%

  2. Yes, but not more than QP (6 votes [10.91%])

    Percentage of vote: 10.91%

  3. Yes, but not more than FP (12 votes [21.82%])

    Percentage of vote: 21.82%

  4. No (19 votes [34.55%])

    Percentage of vote: 34.55%

  5. Unsure (11 votes [20.00%])

    Percentage of vote: 20.00%

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#1 SilentScreamer

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Posted 03 March 2018 - 11:29 AM

Proposal for Faction Play Revamp

What to Keep:
A) Maps
B) Gamemodes
C) Faction Voting

What to Change:
A) Three Buckets
1) Inner Sphere vs Clan
2) Inner Sphere vs Inner Sphere
3) Clan vs Clan
B) Loyalty Points
C) Mercenary Contracts
D) Scouting Match Results
E) How and When results of an successful Attack/Defense are calculated

What to Add: *
A) Logistics/Economy
B) Player Investment
C) PGI involvement

Spoiler


Thank you if you read all this and participated in the polls.

#2 Doc Arachinus

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Posted 04 March 2018 - 01:09 AM

1) slow down invasion process- make taking a planet a several day affair. make abunch of objectives that half to be secured to win like ammo dumps, fuel tanks, Landing zone, base captureing.

2) more ways to invest our c-bills in faction play. maybe we can add in the ability to drop in land mines (would allow to shoot them to remove them) via the consumables. add the ability to sabatoge the enemy, via increasing dropzone spread or forcing mechs to prematurely drop outta the dropships in route to LZ, or maybe cause their huds to randomly lose all targeting data for both friendly and enemie for 10 seconds.

3) instead of a generalized skill tree why not invest our resources in modifying our weapon and engines and ammo like real solider would. example: I take 1 LPL and modify its cooldown and heat but another one I mod for range and damage output. Or I can take my LRM ammo or luncher and mod them for range or spread etc. those weapons will remain modied when removed from mech. But take this down to all aspects like engines and a mechs actuators, sensors.

4) maybe add purchaseing aero assets to affect a unit or pilot. Like buying a unit a dropship can increase the amount of salvage they can bring home from an engagement by a set percentage point. they would be extremely exspensive of course and would effect player rewards maybe not unit rewards.

5) airstrikes/arty strikes would be effected by unit/player owning aero assets (finding a balance though might be a problem for the elite units might tank the crap outta this compared to less successful pilots). maybe put the same cap on the number of strikes they can call down as we have now. Make aero assets modifyable too for its benefits.

6) real unit econ. need to support soo many technicians per mech of each chassis, aero assets etc. keep the cost low though. their cost can be maybe their paid once per real life day. Half to buy ammo to restock your mechs with between each match (faction only, QP doesn't require reloading after a match) and the amount of ammo u can hold would depend on if you spent c-bills on purchaseing warehouses for your mech hanger, or maybe any unused mech bays can hold set amount of ammo. (note: any reloading and repairing should be automatic and instant to keep us fighting) maybe we should half to stock up tons of armour as well of each type we use...

7) salvage: any mech you get a solo kill or KMDD you get bonus salvage (modified by you aero assets) maybe the value of 1 or 2 undestroyed components or some unused ammo (in tons only, so less then a ton would give no ammo salvage) mechs who eject give no bonus salvage.

8) taking planets or defending planets should have meaning to invest the player base. maybe give planets a bonus system. any planet under siege will give a benfit based on the planet. planets with mech factories might reduce the price of mechs by a certain percent or a planet with a strong economy might boost your contract/loyalty rewards by a set amount. these rewards would only go to pilots who took part in winning fights at the end of the invasion window.


9) maybe put togather an end of invasion massive fight with more pilots on each side. like maybe 24/24 if servers can handle it. though I would make this a non-group drop. make everyone solo drop to get in on it.

Edited by Doc Arachinus, 04 March 2018 - 01:13 AM.


#3 Vectoron

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Posted 05 March 2018 - 08:40 AM

A surprisingly simple first pass and rough draft of proposed Faction Warfare changes.






Understand that we know this is going to take a lot of time to do, and implement. However, we also know that faction warfare is in need of a rebirth. This is a list of features we feel like the community wants, and will take a bit of time.

We wanted to do a simple solution pass that was BattleTech friendly, and feasible to MWO. We have other big ideas, but honestly we wanted to keep it short for now to see what YOU thought before we proceeded to do more.

These are simple brainstormed features.

Features
  • Making the unit coffer actually matter: We feel that the way to fixing faction warfare may have a lot to do with the Unit Coffer. Making that necessary may result in turning each conflict into a true, interstellar campaign. The following features make that more possible.
  • Eliminating the risk financial abuse from New Accounts: Before we go further, we have to discuss this part. Rather than giving players a horde of C-Bills, give them an account bound, unsellable mech of their choice upon completing the trail. 8 mechs to choose from on both sides totaling 16 mechs. 8 Clan, 8 Inner Sphere - 2L, 2M, 2H, 2A. This prevents new accounts being made as money machines for unit coffers.
  • Tech Salvaging: See below this feature list
  • Black Market: In order to use tech that does not belong to your faction, you can either salvage it - or pay double the usual fee (INSIDE FACTION WARFARE) to purchase the tech. That system would be The Black Market, which has only a handful of mechs, and equipment for sale at any time.
  • Repair and Rearm: This is to help slow the time it takes units to take a planet, and think about what they are doing before charging headlong into a generator rush. This function should be usable only for FW, and cost less than the initial pass. Units should also cough up the money for the repair bills of their members after a match, units should not be able to redeploy until they have repaired/rearmed all mechs. DO NOT ALLOW BORKED MECHS INTO A DROP!
  • Unit BattleMech Hanger: We think that the ability to have the unit money spent on buying battlemechs is a fantastic idea! Players could either be loaned mechs (like trial mechs, OR given mechs completely!
  • Jumpships: Jumpships are required to launch players into FW. The more you have, the more players you could field at one time. They also dictate how many Dropships you can have at one time.
  • Dropships: Dropships are a stopgap between Jumpships and your forces. They dictate how many MFBs you can have at a time, and how many Salvage teams you have at a time. The more/better the dropships - the better their capacities and unit bonuses.
  • MFBs: Mobile Field Bases are tools used outside of a match to Repair and Rearm quicker, and cheaper after a match. Each dropship comes with one MFB for “free.” The more you have, the less expensive overtime the repairs of your battlemechs become. Note: Not something you need to 3d model. It's just a “asset” your unit has.
  • Salvage Teams: This introduces a whole new level and dynamic into Faction Warfare: The ability to field the opposing teams gear in limited quantities! Each dropship comes with one Salvage Team for “free.” For every team you have, the amount of salvaged technology you can scavenge increases as well as the type of loot!
These ideas are modular, and can definitely be combined with the ideas of others! For example, Doc Arachinus' proposal of Aerospace Assets could tie in with Dropship support modules, ect!

NOTE: The numbers are all up to you. We are just throwing you some cool ideas on how to turn FW from sad, to amazing

Tech: IS vs Clan Tech

Idea A: Tech Salvaging
This idea comes with several moving parts for introduction - but adds a depth of balance to the game by giving the Inner Sphere or Clan the ability to use each others tech in small batches.

The idea behind tech salvaging is to give the IS and/or Clan the ability to pick up battlemechs for Faction Warfare use by playing faction warfare games and winning. We feel that a cap of 16 Clan Battlemechs (if you are Inner Sphere) or 16 Inner Sphere Battlemechs (if Clan) would allow different groups access to the opposing sides tech, and perhaps add a new dimension to Tech balance. Perhaps even allow the use of ONE clan battlemechs per Dropdeck even. Hell, if this goes right you could potentially remove the weight imbalance for IS vs Clan

The idea is that if the enemy has a Direwolf, for example, if you win the game, the computer rolls on a salvage table and gives your team a salvaged direwolf. For units equaling 4+ members, the salvaged Direwolf is added to a UNIT HANGER. In order for it to be used/given to a player for Faction Warfare purposes (either on a loan, like a trail mech or gifted) you have to use the money in your unit coffer to REPAIR THE MECH. Outfitting the mech would also cost UNIT MONEY as well, and you would have to buy the Clan Tech to do so off of a BLACK MARKET.

Basically, in order to use tech from either side - even if you swap factions - you have to have acquired the opposing factions gear via the Black Market, or Salvaging. Basically, you can only gain your own sides tech (at the time) naturally via public queue purchases. A opposing sides mech in your dropship must be obtained via Black Market, or Salvage.

Feature Requirements:
  • A Black Market (Solely for Faction Warfare)
  • Repair and Rearm Feature (Solely for Faction Warfare)
  • A Unit Hanger
Understand, that these things are intended to ONLY IMPACT FW. No repair/rearm in quickplay or anything like that. JUST FW.

As for pugs? Well, actually some of this could help them too. Like giving salvage opportunities at random or something for good performance.

Edited by Vectoron, 05 March 2018 - 08:46 AM.


#4 Rogue Three

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Posted 07 March 2018 - 07:15 AM

I don't currently play FP (that time where I really wanted the stockings for the free mech doesn't count). If you're going to make revamp suggestions, I'd like to add "tutorials that explain what to do in each scenario" to the wish list.

#5 SilentScreamer

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Posted 22 March 2018 - 08:01 PM

Over two weeks and only 35 players voted. Thanks to those who took the poll and posted. Looks like we all have different ideas, but thanks for sharing.

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#6 Black Ivan

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Posted 23 March 2018 - 12:39 AM

Nice approach, but without vocally assaulting Twitter nothing will change. PGI is not reading their Forums, only Russ or so responds when there is enough Twitter traffic or revenue in danger.

#7 zerosouL

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Posted 24 March 2018 - 06:19 AM

FP doesnt make any sense cause :
1. Only NA server WTF? Some people just refuse to play with constant handicap
2. Rewards are crap
3. Mixing pugs with premades without any serious matchmaker means that almost every single game tends to be a boring, mindless rotflstomp and waste of time for both sides.
4. Whole conflict/contracts idea seems pointless
5. Queue times are terrible but for a good reason i guess

There are a lot more issues but who cares. After Solaris FP will be dead anyway.





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