I typed something up a page ago and then deleted it as pointless hot air, then I noticed Chris Lowery was looking in. So in the hope he checks back I am going to add my 2 cents worth.
IMO the biggest reason people avoid FP is because there is no point to playing.
-Factions mean nothing except as a choice of tech base
-Planetary Tug of War is an exercise in frustration, coupled with time zones makes it worse.
-match result are too binary (win or lose)
-players are either sharks or food, the food often give up even trying thus ensuring a loss
-QP match rewards are on par or better than a moderate win in FP (relative to the effort/time involved)
We can combat the above by using loyalty points to do a whole lot more than just give us more stuff.
LP is an existing way to track what we do in game, some values might need to be tweaked but they can be used to help our faction no matter how good or bad we do in a match. Obviously the better you do the more you help. Here's how.
Planetary Conquest.
Do away with the ToW and Time Zones, Make it a race instead. Each Factions borders have an Attack Planet and a Defend Planet (same as in phase 1 and 2 or faction votes on planets will work too). Each planet has a LP attack and defend value (call this Conquest Points), these values vary between planets based on lore population size. No two planetary battles will be for quite the same amount. Capital worlds will obviously take much longer to conquer/defend, days perhaps weeks whilst smaller planets will change on a regular basis. As matches are played the totals of all the players LP are added and then that total is subtracted from the appropriate attack or defend totals. The first side to get to zero wins the planet. The planet is then locked out of the queue for a period of time and a new planet is selected. Depending on the result the planet changes sides or not. There is no time limit on how long this takes.
Galactic Conquest - Help your faction help you.
Each result in a planetary battle liberates MC for every player who played a role in that planets assault/defense. Winners get 2MC, losers get 1. But they must be players from the appropriate faction. Non Faction specific players (ie mercs/free lancers) do not get MC.
Additionally as factions gain planets from their enemies Faction members get a percent increase in Cbill earnings for their matches.
Victims of your own Success
Inevitably one faction will become dominant. Too slow down the juggernaut and to introduce an small element of logistics to the game I suggest that the attack value for planets goes up relative to the number of planet a faction holds above their starting level. This could be say 1% per planet. This means that if a faction holds 25 new planets then the next planet requires 25% more Conquest Points than the defenders. This makes it progressively harder to continue taking planets and should act as a balancing measure. In game this represents the attacker supply lines being stretched and the Defenders having shorter supply lines and less territory to defend.
Player Roles - Loyalist, Merc and Freelancer.
We need to redefine what players do and how it affects them.
Loyalist - permanent faction member, earns LP and Faction based rewards such as cbill bonus and MC from planetary capture. Bonus for length of service and a Cbill penalty (ie 10m Cbills) for leaving a faction.
Merc - Earns a flat 20% cbill bonus in all matches. Conquest points accrue for contracted faction at half the loyalist rate. Takes contracts 1 week or month at a time with bonus for going to underpopulated faction. Do not earn MC for participation.
Free Lancer - Basic match rewards only. Why would you want to?
Alliances
To keep the number of buckets down we need to split the factions up into Wardens and Crusaders for the Clans and Fedcom (+Rasalhague) and the Kapteyn Accord realms. This allows Clan v Clan, IS v IS and Is V Clan matches. Conquest Points only accrue for factions involved on a specific planet but any ally can help to attack or defend a planet.
Thanks for reading, probably 4 cents worth now.
Edited by slide, 02 August 2018 - 05:46 AM.