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Faction Play - A New Hope (Pgi Taking Input)


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#201 Yushi

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Posted 03 August 2018 - 11:39 PM

Make that all can take in FP all Mechs, (you can explain that it's salvage, black market etc.) and it will no problem with balance IS vs Clan.

Edited by Yushi, 03 August 2018 - 11:41 PM.


#202 Bishop Six

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Posted 04 August 2018 - 12:51 AM

View PostYushi, on 03 August 2018 - 11:39 PM, said:

Make that all can take in FP all Mechs, (you can explain that it's salvage, black market etc.) and it will no problem with balance IS vs Clan.


For me that would break immersion completely.

I want to kill Clams, not Yushi in a Battlemaster.

Guys, keep going the good work here, but remember to propose realistic ideas.

Things which can be done easily for the Devs, thats the first step. After that i'm sure we will be able to get more. But first things first.

BTW i was surprised about the little campaign Kurita vs. Davion and i like it!

Time to strengthen our alliance with Hanse Davion and kick some snake asses!

#203 Runecarver

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Posted 04 August 2018 - 01:10 AM

Here's a couple things that could be considered:

Siege/ Invasions maps should be updated or reworked to be more open and slightly less gauntlet trench runs. More avenues to attack the base, flank the defenders or get around certain camping spots. I'm not saying turn them into massively open maps like Polar Highlands, but more like widening them just enough to fit 1-2 more entrances and making it possible to get around certain terrain features.

Faction held factory planets providing a 5-10% C-Bill discount for the loyalists of said faction on the chassis or variant specified in the planet description.

Edited by Runecarver, 04 August 2018 - 01:18 AM.


#204 BoldricKent

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Posted 04 August 2018 - 01:15 AM

One way to not broke immersion completely, would be you can use salvaged (opposing) mech partly, so it would depend on
your score in FP (numbers of FP drops, success rate.. etc), 1 or 2 in a drop deck. But the get stuff more interesting if we could get limited tech mechanic- simply put it, since you have different tech, your ability to modify is limited (how many omipods or weapon systems can be exchanged- thing tends to progress, as you sink more time in FP.
One of possible limitations, there been a bit of talk around BP, so if a chassis and equipment would have one, replacing a mech of different tech, requires for that mech to have same BP value. In TT this was represented by clan mediums having BP of heavy or even low rating assult in IS.
Still think BP could solve a lot of balancing issues, since it gives possibility to indirectly influence builds- not by changing weapons stats but just its value..

On Modes, just transplanting QP modes in FP, it leans certain way, since most of them reward mobility of a whole drop more, distinction between Siege, Incursion and Assault are a bit moot, so 2 of QP modes needs a bit of work on it. Escort- VIP need much better AI, not just steady advance.. it should be able to dodge, shoot, and move more situational (faster, slower). Domination, could be base upgraded, meaning instead of dish and circle, we would have incursion base there, where individual turrets could be controlled in the same way as beacons are now, by caping/ decaping ?? or like in incursion you can call friendly dropship support,
this way been within the base, holding your grounds gives you better chances... and it not just roll around and push.

Edited by BoldricKent, 04 August 2018 - 01:32 AM.


#205 Bishop Six

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Posted 04 August 2018 - 01:26 AM

View PostBoldricKent, on 04 August 2018 - 01:15 AM, said:

One way to not broke immersion completely, would be you can use salvaged (opposing) mech partly, so it would depend on
your score in FP (numbers of FP drops, success rate.. etc), 1 or 2 in a drop deck. But the get stuff more interesting if we could get limited tech mechanic- simply put it, since you have different tech, your ability to modify is limited (how many omipods or weapon systems can be exchanged- thing tends to progress, as you sink more time in FP.
One of possible limitations, there been a bit of talk around BP, so if a chassis and equipment would have one, replacing a mech of different tech, requires for that mech to have same BP value. In TT this was represented by clan mediums having BP of heavy or even low rating assult in IS.
Still think BP could solve a lot of balancing issues, since it gives possibility to indirectly influence builds- not by changing weapons stats but just its value..


Imagine there would be a certain amount of meta chassis and you only would see these in FP on both sides....boring.

#206 Yushi

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Posted 04 August 2018 - 02:28 AM

View PostBishop Six, on 04 August 2018 - 12:51 AM, said:


For me that would break immersion completely.

I want to kill Clams, not Yushi in a Battlemaster.



You can kill me in FP only if PGI totaly nerfed clan tech, IS scum. But i will live this game before. target audience of this project is battletech fans, no casual players/ Casual players will live, becasue it''s high barrier of entry. Make game fo FANs, Only fans can buy lots of mechpack's )))

https://leaderboard....0D%0ABishop+Six

Edited by Yushi, 04 August 2018 - 02:44 AM.


#207 Yushi

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Posted 04 August 2018 - 02:33 AM

View PostYushi, on 03 August 2018 - 11:39 PM, said:

Make that all can take in FP all Mechs, (you can explain that it's salvage, black market etc.) and it will no problem with balance IS vs Clan.


You will see, that many claners will take IS mech's because now they're better for many maps on FP.

#208 Bishop Six

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Posted 04 August 2018 - 02:55 AM

View PostYushi, on 04 August 2018 - 02:28 AM, said:


You can kill me in FP only if PGI totaly nerfed clan tech, IS scum. But i will live this game before. target audience of this project is battletech fans, no casual players/ Casual players will live, becasue it''s high barrier of entry. Make game fo FANs, Only fans can buy lots of mechpack's )))

https://leaderboard....0D%0ABishop+Six


What are you talking about?! :D

Better stay with the topic how to improve FP and don't get offensive on a personal level. Comp player or not, you don't have more rights to make proposals for a better FP than anybody else. Btw Jarl's list is QP only.

Still my opinion: Clan use Clan mechs, IS use IS mechs.

#209 No Skill Rush

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Posted 04 August 2018 - 03:15 AM

Log on to say make faction great again and is there a way to mechlab while waiting for a drop?

#210 Marius Evander

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Posted 04 August 2018 - 03:41 AM

Previous post was getting too long to load and save so it is finished, still a few more things

ISSUES

Paul, What happened to FACTION PLAY % OF POPULATION MERC BONUS'S when you take a contract? That "broke" during a patch many months ago, we have asked about it REPEATEDLY, to no replies that I have found.......... another reason that our trust / morale is low, just tell us if its a bug , or it was turned off "for a reason" dont even need to elaborate on the reason.

In regards to the removal of the penalty for leaving faction, shouldn't we all be given back the higest rank we have previously achieved with all factions? Losing rank my smoke jaguar rank was demoralizing and another contributor to not going back to grinding FP when I wanted to get it Higher (Cadoazazel Clan account)

FP DREAMING.... ?

Is there a way to make IS vs CLAN matches actually track INDIVIDUALS FACTION and move THEIR SPECIFIC FACTIONS borders based on how well they did / how well their neighboring faction did that week, even though not in a direct faction vs faction conflict, but in communal drop queue's ? Would that help loyalists immersion, that their fighting directly contributed to their borders, hide / reimage the in game TAB, to make all mechs appear to be from neighboring opponents ? I like immersion, but its not a huge factor for me in a multiplayer thinking mans first person shooter.


EASY TO IMPLEMENT

My mind is like a Sieve thoughts come and go before I can type them ! Oh thats right, The Radar and Radar dep gained from scouting going off Simultaneously, the Radar Dep should go off 15 to 30 seconds later than the Radar so you have time to work out where to go to benefit from the info gathered, not simultaneously so most of the radar dep is lost while your looking at your map.

In regards to loyalists getting to rank 20 having nothing to do after this, people already having raised the subject, I think a repeating/resetting rank 21 same rewards as rank 20 would be a good start ? Same size or bigger xp bar than rank 20 ?

Remove or rework unit tax into some other way of Controlling multiple simultanous 12 man drop units, seriously when was the last time that happened, and with only 1 queue why does it matter, their is no way to "take planets faster" anymore.

Make dropship thrusters not show in lowest settings, those things lag my toaster out hard.

Replies/support to post ideas in thread not covered in initial post/above.

Make it more profitable to win by objectives please

I like but am also concered about randomised tonnage limits idea, it would definately be an interesting change to have the occasional game where you could only bring 4 lights, but this would have to be Heroic mode queue only because casual solo queue wouldn't have the mech variants / decks to deal with it, and would probabaly not be desirable / doable by enough people, and would probably get stale too fast to be worth implementing.

Ban trial mechs from FP or make them better mid range builds and fully skilled out

I like the ANTI - LOCKS UAV someone mentioned, 10 second duration , not neccesscary but would be fun / novel / new / interesting. worth programming / implementing ? probably not.

-Allow defenders to shoot door gens to open them if opposing team is refusing to do so. maybe after x amount of time? We really shouldn't need that but we probably do.

"~Vitric Forge-Needs to be re-worked. For both sides it is far to easy to defend on.
*Clan gets up high, all across the map and reems down on IS.
*I.S. just stacks Armored out the butt brawlers in the 2-3 choke points and murderfaces clan.

in a 12v12 equally skilled team, the defenders should win almost every time on this map, and i've seen entire lances DC if its an attack on Virtic vs a 12 man, or a large number of same unit people vs pugs."

I disagee on Vitric Forge and someone else has already shown how attackers can cheaply win it

View PostNUMBERZero1032, on 02 August 2018 - 05:58 PM, said:

I just wanna touch back on Vitric Forge briefly, the generator positions are left horribly exposed to attackers. A lot of mechs can easily just jump up there and remain unchallenged as they snipe away the generators. As a bandaid fix, you can rotate one or two of those away from the wall.
Some photos:
https://pbs.twimg.co...XvuQ?format=jpg
https://pbs.twimg.co...IeYa?format=jpg
https://pbs.twimg.co...Z4_E?format=jpg


My take on victric Forge.

https://imgur.com/a/UaYpCsj

possibly one of the reasons why I know and like the map is the fact it was the 1st map I tested doing detailed strategies for, yes defenders have the advantage in siege in straight up 48 vs 48, but Siege YOU ARE NOT SUPPOSED TO FARM TO 48 GOD DAMMIT. #MAKEOBJECTIVESGREATAGAIN

I like Will's more fleshed out factions imagery / text

View PostReckIess, on 04 August 2018 - 03:15 AM, said:

Log on to say make faction great again and is there a way to mechlab while waiting for a drop?


Not currently in game, unless you get a mysterious bug in Solaris queue where the queue timer window actually dissapears and you can tinker in and save your mechlab while that bug is counting down the timer in another dimension for you, WHICH PROVES IT IS POSSIBLE !

If we got the lore roleplaying many of us would like (but I doubt can be done) I like the idea someone suggested about the more powerful your empire gets, the greater your fighting disadvantage becomes because of stretch repairs / supply lines, when you take a planet you would rarely have access to anything left behind by the defeated, they would have destroyed their infrastructure while retreating, the other person said increase objective win % requirements, I would advise one step futher, small % damage reduction for clans, small % survivability reduction for I.S. if they are one of the strongest / biggest groups.

Edited by Cadoazreal, 05 August 2018 - 04:58 AM.


#211 vonJerg

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Posted 04 August 2018 - 03:42 AM

View PostReckIess, on 04 August 2018 - 03:15 AM, said:

Log on to say make faction great again and is there a way to mechlab while waiting for a drop?


Yes there is, not one but 2:
- https://mwo.smurfy-net.de
- https://mech.nav-alpha.com/

Just trolling, sorry :(

#212 Ruediger Steiner

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Posted 04 August 2018 - 04:19 AM

View PostPaul Inouye, on 03 August 2018 - 02:00 PM, said:

Investigating:
- More than 4 drop decks

Really? What do you need to investigate? Tell me one, just one, good reason, why there shouldn´t be more than 4 drop decks!
1 programmer, 1 hour of work and you´ll get money from a lot of players.
The only reason i can think of is, you are not able to do it.
We just switched to IS for the event, i need at least 8, better 12 drop decks for my IS mechs. LRMs, MRMs, ERLL/PPC, LPL, Brawl, HG, Dakka, Conquest and many more.

View PostPaul Inouye, on 03 August 2018 - 02:00 PM, said:

Investigating:
- Refresh button on Friends List

Who needs that? What i need is the option to make groups like favorites, Clan, IS.

#213 TWIAFU

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Posted 04 August 2018 - 04:29 AM

View PostPaul Inouye, on 03 August 2018 - 05:25 PM, said:

Item: VOIP in lobby prior to drop.

VOIP is instanced when the people on both teams are sent to a dedicated server. This is the load you see which turns into being inside a drop ship. This whole process happens AFTER the team matching/lobby state. That is why there's no VOIP in the lobby as it currently stands. I can look into an investigation for this suggestion, but can't promise we can change it.


I appreciate you looking into it!

This would really help a LOT of pilots/Teams.

I fully understand there are limitations and fully appreciate you letting us in on those limitations.

Really earned some respect with your honesty. PLEASE keep it up!

If you have gotten anything out of this thread, get this; WE want a better CW experience! We WILL work with you to get it!

#214 Xavier

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Posted 04 August 2018 - 05:50 AM

Selectable drop zones: remove the walls around drop zones that were placed their to prevent farming and instead allow pilots to select which DZ they wish to land.
Win Condition Change: allow 75% victory condition instead of the 90% currently used.
Seige mode revisited: seige mode games have become very static and stagnant when compared to the dynamic strategies seen in conquest/domination/incursion modes. Seige mode needs to be rethought. (Personally conquest is my favorite FP mode right now)
More is v is and clan v clan conflicts: the is v clan only conflict has become stale. Their need to be more creative formations of the larger conflict pitting multiple clans versus other multiple clans, same for IS and even mixed IS and Clan versus other mixed IS and clan groups.
Faction play rewards should be converted to recurring rewards: rather than the one time rewards based system we have now FP rewards should be perpetual rewards that grow as you hit higher ranks. This would encourage people to continue playing after having hit rank 20. Loyalist rewards should be significantly larger than that of mercs in this scenario.
Mercs should have instant contract switching: mercs should be able to switch contracts instantly to help balance out population.
Faction play needs to be a community saga: rather than living out lore FP needs to be a saga that a creative director thinks up story lines for and which the community lives out. Let us write our own story and form our own alliances/enemies/truces/enemies based upon a custom story line. This would give the fights meaning.
Conquest Needs to stay at current ticket level: A bunch of people have said that the ticket count for conquest needs to be increased for FP and I vehemently disagree. the ticker count of 1250 requires that teams focus on the objective rather than just kill out and then take the objective. Conquest game play in FP is far more dynamic than any other game mode in FP currently. Conquest is always fresh and new every time I play it rather than siege which is just wash rinse and repeat. Also Conquest is one of the few game modes where less skilled teams can win.
VOIP in Lobby: A lot of games with less than 12 mans are lost because communication is not possible in a timely manner prior to loading into the maps.
Incursion Building Health needs to be increase: This would ensure plenty of time to get back and save a base from 3-4 mech run by's.
Lengthen the Time of Radar interference: Radar interference should be increased to 15-20 secs duration. That would make the scouting objective useful to allow teams the ability to timely and effectively push against entrenched guided missile positions and make the objective far more appealing and useful.

Edited by Xavier, 04 August 2018 - 06:01 AM.


#215 Kaeseblock

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Posted 04 August 2018 - 05:55 AM

Regarding Siege:
Being forced to run through one of two choke points into a killbox gets boring really fast. Add some flanking routes for the attackers to the Siege maps.Give the players some attack / defense angles to work with.


Edit:
An idea regarding use of unit coffers:
Let units use that to buy cosmetic content like:
- faction and unit decals
- unit colors

Everybody in the unit has access to those cosmetics. How these cosmetics look depends on the faction and unit a player ist aligned to. If he is aligned to no faction / unit they default to e.g. the merc decal and basic green.

Edited by Kaeseblock, 04 August 2018 - 06:22 AM.


#216 Tsula

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Posted 04 August 2018 - 06:48 AM

Just a link to my idea I posted along long time ago. Doubt is could be done easily now that things changed so much but I think it give a little meaning to life and all. https://mwomercs.com...79#entry6063779

#217 Bud Crue

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Posted 04 August 2018 - 07:56 AM

What I am getting at with rewards as a motivator to encourage teamwork (focusing on invasion maps here for this example):

XP and Cbill bonus for:

- “Group Up”: At least X (e.g. 10) mechs within 100 meters within 1 minute of a drop, but outside of drop zone (available once per wave).
- “Conga Line”: At least X mechs fire on a gate generator within X seconds.
- “Leg em and leave em!”: Leg at least 3 members of the enemy in a single wave.
- “Gen Rush”: Do no more than 100 pts of damage to any single enemy mech and do damage to at least 1 gen (or the gun) which is destroyed.
- “Push in!”: 12 mechs through the gate within 10 seconds.
- “Focus fire”: X mechs inflict X damage on a single opponent. Bonus for minimal spread (e.g. kill a mech with clear majority (X%) of damage to a single component.

I’d love to see some negative reinforcement too.

Loss of XP and C-bills from the match result:

- “I’m the best on my team!”: The player having more than 1 mech still in queue at the end of the final wave in a loss.
- “But I’m ready now!” (Or “I ****ing said group up!”): Any player(s) going through the gate more than X seconds before the next.
- “Out of position:” Any player dies more than x seconds before the next one.

Stuff like that. I am sure others can come up with rewards/penalties that could apply to conquest and the other modes as well.

#218 Peter2k

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Posted 04 August 2018 - 08:01 AM

View PostTWIAFU, on 04 August 2018 - 04:29 AM, said:


Really earned some respect with your honesty. PLEASE keep it up

Couldn't agree more
As a matter of fact, it made me feel good about MWO again and I've started to play again

Its FP I'm interested in, if it gets some love and the dev's come and have a look/taking in ideas/ providing feedback then it makes me hopeful

#219 Terrorsdawn

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Posted 04 August 2018 - 09:45 AM

Biggest problem is population imbalance, caused with the introduction of Mercs and no proper framework in place to maintain population balance.

#220 dragoburnhard

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Posted 04 August 2018 - 09:58 AM

here is the fix for factionplay

https://youtu.be/cXadyduAVes?t=7m59s





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