Faction Play - A New Hope (Pgi Taking Input)
#621
Posted 12 August 2018 - 02:03 PM
#622
Posted 12 August 2018 - 02:17 PM
but there is a cap that may give the affect some are seeking
Group cap
can only group 4 pilots, this means there is a chance there is not a full 12 from one unit. but still possible.
Sure a unit can have 20+ players, and in that case have 5 groups queuing, to get in a 12 man lobby.so their odds are in their favor to mount a full 12 man.
#623
Posted 13 August 2018 - 12:10 AM
Radkres, on 12 August 2018 - 02:03 PM, said:
This would be a good idea, it would stop pop inbalance and prevent group dodging to some extent or faction stacking. The downside is that you would need to have both IS and Clan mechs in your stable (I know a lot of the members of my merc unit only have IS) and you would definitely need more than 1 minute to sort your deck out if the population killing was done during matchmaking. In fact it might even be possible to accidentally try to drop with the wrong faction tech. Then again that might be interesting from a RP point as the mercs could easily by IS based and being paid to work for clans or vise versa. In this case you would probably need 2 or 3 minutes at the start of the match to organise tactics and builds, probably with built in voice comms in the lobby.
#624
Posted 13 August 2018 - 02:49 AM
I'd buy a stupid mech pack or three if the money went towards an ad run during the SuperBowl.
Most people find this game by accident.
#625
Posted 13 August 2018 - 03:15 AM
LikeUntoBuddha, on 13 August 2018 - 02:49 AM, said:
I'd buy a stupid mech pack or three if the money went towards an ad run during the SuperBowl.
Most people find this game by accident.
Got tons of players with the current event I would wager.
They just won't stay cause it is probably neither fun nor rewarding for most of them and they are only doing it for the MC.
#626
Posted 13 August 2018 - 04:17 AM
Sixpack, on 13 August 2018 - 03:15 AM, said:
Got tons of players with the current event I would wager.
They just won't stay cause it is probably neither fun nor rewarding for most of them and they are only doing it for the MC.
Well I have a feeling the answer, or a part of an answer, to getting new players (new to FP) and keeping them is "hidden" in the last part of the last sentence.
#627
Posted 13 August 2018 - 04:27 AM
Angm4r, on 12 August 2018 - 01:35 PM, said:
Miss you T!
Hey Angmar.
May no longer be a member but I do remember what you guys taught me and have a good deal of respect for the work that goes into training program you all have designed and implemented not only for yourselves as a Unit but for any pilot willing to fight under the Davion and HHoD banner.
o7
#628
Posted 13 August 2018 - 04:32 AM
Xaat Xuun, on 12 August 2018 - 02:17 PM, said:
but there is a cap that may give the affect some are seeking
Group cap
can only group 4 pilots, this means there is a chance there is not a full 12 from one unit. but still possible.
Sure a unit can have 20+ players, and in that case have 5 groups queuing, to get in a 12 man lobby.so their odds are in their favor to mount a full 12 man.
No frickking way. That is GQ with respawn and only slightly better then SQ with respawn.
We already have skirmish groups in the queue, 12 made up of smaller groups.
Not to mention the backlash of 'sync dropping'.
You only have to look at the current GQ to see how well that idea would preform in CW.
Better idea, you must be in a group of at least four to even queue for CW, eliminating solo.
#629
Posted 13 August 2018 - 05:42 AM
Sixpack, on 13 August 2018 - 03:15 AM, said:
They just won't stay cause it is probably neither fun nor rewarding for most of them and they are only doing it for the MC.
I would understand "more players" meant for the game as a whole, not just getting more of the existing players into FP
TWIAFU, on 13 August 2018 - 04:32 AM, said:
How will you give 9, 10 or 11 man groups teammates to fill their side to full 12 then?
#630
Posted 13 August 2018 - 07:06 AM
UnKnownPlayer, on 13 August 2018 - 12:10 AM, said:
This would be a good idea, it would stop pop inbalance and prevent group dodging to some extent or faction stacking. The downside is that you would need to have both IS and Clan mechs in your stable (I know a lot of the members of my merc unit only have IS) and you would definitely need more than 1 minute to sort your deck out if the population killing was done during matchmaking. In fact it might even be possible to accidentally try to drop with the wrong faction tech. Then again that might be interesting from a RP point as the mercs could easily by IS based and being paid to work for clans or vise versa. In this case you would probably need 2 or 3 minutes at the start of the match to organise tactics and builds, probably with built in voice comms in the lobby.
Alternatively, you could have mercs be capable using any mech in their stable to create a drop deck, regardless of the faction they're dropping for. (Or, at the very least, creating and using either a full clan, or full IS deck.) It would actually be decent flavor too, since they are supposed to be "Guns for hire," and therefore generally NOT tied to the mechs available to the various factions. It even fits in as a nice "Perk" since they can't actually pick sides in a match, and will generally be placed on the side that is short-handed.
#631
Posted 13 August 2018 - 11:17 AM
TWIAFU, on 13 August 2018 - 04:32 AM, said:
No frickking way. That is GQ with respawn and only slightly better then SQ with respawn.
We already have skirmish groups in the queue, 12 made up of smaller groups.
Not to mention the backlash of 'sync dropping'.
You only have to look at the current GQ to see how well that idea would preform in CW.
Better idea, you must be in a group of at least four to even queue for CW, eliminating solo.
oh hell yes it has a plethora of problems.
this was just another idea in place of the Unit cap idea, which wouldn't give the affect for those that want a unit cap
#632
Posted 13 August 2018 - 02:12 PM
Also wanted to pop in here and do a shoutout... I just did a data pull, and no you can't see it... but shoutouts to:
HeadHunters of Davion (HHOD)
Sky Rangers of Terra
12th Donegal Guards Battle Group
Tikonov Commonality Armed Forces
Clan Ghost Bear International
Arctotherium Winter
36th Dierons The Hungry Ghosts
SchorleHeadz
North Kurita
502 Pz Regt
For being the bigger units that said "we're not switching faction for no prizes!". You are serious loyalists!
#633
Posted 13 August 2018 - 02:16 PM
Paul Inouye, on 13 August 2018 - 02:12 PM, said:
Also wanted to pop in here and do a shoutout... I just did a data pull, and no you can't see it... but shoutouts to:
HeadHunters of Davion (HHOD)
Sky Rangers of Terra
12th Donegal Guards Battle Group
Tikonov Commonality Armed Forces
Clan Ghost Bear International
Arctotherium Winter
36th Dierons The Hungry Ghosts
SchorleHeadz
North Kurita
502 Pz Regt
For being the bigger units that said "we're not switching faction for no prizes!". You are serious loyalists!
Lies, HHoD was Kurita for the first event
#635
Posted 13 August 2018 - 02:20 PM
#636
Posted 13 August 2018 - 02:22 PM
#637
Posted 13 August 2018 - 02:39 PM
Paul Inouye, on 13 August 2018 - 02:22 PM, said:
Of course, who else would play as a Clan who has a no freeborn policy, got ejected out of the Inner Sphere, and started a Clan Civil War only to get themselves killed?
But as for the shout out, that's nice of you. I really do hope you make loyalists mean more than game/forum vanity or as a way to bribe people with FP event rewards. While reading sourcebooks and field manuals are ok, factions need a lot more fanfare and flare than text.
#639
Posted 13 August 2018 - 03:09 PM
Paul Inouye, on 13 August 2018 - 02:12 PM, said:
Also wanted to pop in here and do a shoutout... I just did a data pull, and no you can't see it... but shoutouts to:
HeadHunters of Davion (HHOD)
Sky Rangers of Terra
12th Donegal Guards Battle Group
Tikonov Commonality Armed Forces
Clan Ghost Bear International
Arctotherium Winter
36th Dierons The Hungry Ghosts
SchorleHeadz
North Kurita
502 Pz Regt
For being the bigger units that said "we're not switching faction for no prizes!". You are serious loyalists!
Thanks for that. Many people don't see the role-play aspect of Clan Vs IS but I have stayed true even though some of our unit went merc. Even to make fun of Clan tech and mechs. Back in the day, I was Clan Fire Mandrill and stayed loyal till MWO came around. It was time to play the other side imo. The underdog has not always been a popular role nowadays.
#640
Posted 13 August 2018 - 03:25 PM
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Faction Chat: "Do you like c-Bills.. visit wwww.xyzmonies.net.gov. $4.99USD for 5M CB, $9.99USD for 12M CB, $49.99USD for 100M CB"
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This scenario plays out if you allow players to do c-bill transfers. i.e. coffer distribution. "Come join my unit and I'll transfer the farmed
However, there IS a possible solution to this... in order to transfer cbills, both players must be in the same unit for X number of days, where X > 14.
Thoughts?
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