Bonuses that jeopardize victory won't be taken willingly. We want better matches, where pugs have more of a chance, not matches where pugs get better pay for dying faster. When it comes to weight balancing that means we have to create hard limits that fall mostly on good players and mostly not on the bad ones. The issue is getting the sorting criteria correct for the player base while not creating a wild system that changes an individuals drop weight every match. I have, and will keep preaching that we should do this through more stable factions.
Here is the long form I have been putting together:
Right now, we essentially have only 2 factions (IS and Clan) each of which is comprised of several sub-teams (the houses and the individual clans). Matches either can be made for the whole community based on the techbase (IS/Clan distinction) or for a subset based on sub-faction fighting (Davion/Liao distinction). Paul has confirmed that the system cannot currently read other “alliances,” such that Ghost Bear and FRR could gang up on Wolf.
This limitation is, I think, one of the most important things that needs to be changed in faction play. I say this with full knowledge of many other problems and complaints, but the inability of the system to interface directly with factions, greatly handicaps PGI’s ability to make any adjustments. Changing the way the game treats factions can have several major improvements for Faction Play.
A) Weight balancing.
Nothing helps balance more than tonnage. We are not looking to make bad factions and pugs dominate the field, just have a bit more of a chance. Likewise, for those groups that do well, we want to give them more of a challenge.
The balancing decisions are currently based on techbase, so IS gets 265 and Clan gets 255. Despite that 10 ton disadvantage, Steel Vipers manage to have a 1.60 W/L ratio. Pug heavy Clan Wolf is the only Clan with losing record at .92 W/L ratio. That .68 spread is really big for two groups that get the same handicap. The spread on the IS side is almost as lopsided, with Kurita (1.45) up .63 in its ratio over Davion (.82).
These numbers scream that it is not the tech, but the players that make all the difference in winning or losing. And while assigning weight caps based on player-skill would be a massive headache both for PGI and us (you’d have to change your decks very frequently),
we do see strong correlations between where the bad pugs align and where better players align. Season after season we see Davion and Wolf have the largest pug populations and they continually struggle compared to other factions.
These under-performing factions need larger drop weights while the over-performers need weight reductions. Again, this is not meant to bring
absolute parity, this is merely a tool to help bring some competitiveness into the mode. And look, if a faction is mediocre but has one amazing team that throws the stats off, thats fine. That insanely good team will either see their compatriots undo all of their hard work or they will train them to play better so they can succeed with reduced tonnage (more on this in section E.)
B. Lore.
PGI took on the hard task of recreating the Battletech Universe.
This is not a simple universe, but one with constantly shifting alliances. Phase 2 did allow us to “shift alliances” after a fashion, but the endless sea of attack lanes were overkill for the small population. Phase 3 has been a major over-correction, where we essentially just fight as IS or Clan.
But nobody cares about IS or Clans. The narratives that make this universe aren’t about “The Inner Sphere” or about “The Clans”. The stories are about the people, units, and
factions that comprise those two overly broad categories. In universe people identify themselves as Kuritans or as part of Clan Jade Falcon. When we play a universe scoped battletech game,
we want to do likewise.
We need to scale back down to what people care about in this fictional universe: factions. To fit this back in with the narrative scope, we the players are the individuals of the lore story, we fight with our unit (like the units in lore), and we fight for our faction (like the people in lore).
You can’t make a universe scope battletech game engaging if you insist on only having two teams. It's just not battletech. We need lots of factions with shifting alliances. Factions need to be ganged up on at times and be ganging up at others.
There are more lore reasons we need factions to treated independent and have malleable alliances in the game.
We cannot currently advance the timeline (we are currently in 3057). The Clan Wolf Refusal war happens in 3057, so in later years we should expect to see Clan Wolf-in-exile who fights primarily against the other Clanners on the side of the Inner Sphere. Likewise,
Nova Cat flips sides and fights for the IS starting in 3058. While we don’t
need to add Wolf-in-Exile, we
already have Nova Cats in the game. There is no way of having later map dates without having a Clan-techbase faction fight for the Inner Sphere “alliance.” This change is a must for the future of Faction Warfare.
C) Freshness and Skill Balancing
Shifting alliances not only is in keeping with the lore, it also keeps the mode fresh.
We don’t have the same teams every day, nor do we always face the same enemies. This helps keep the game from getting boring. One week Nova Cats are helping eliminate the Smoke Jaguars, next week they are defending the St. Ives Compact from Liao aggression. Keeping the mode fresh, keeps people playing, which means PGI keeps revenue.
We can pursue Paul's event oriented FP model but without the disastrous issues surrounding just getting one pick and being locked to a side regardless of how the herd of cats aligned. PGI can divide the faction to give close to equal population or they can focus on dividing it by talent. Fluid alliances would allow PGI to counteract clusters of really talented players from overpowering the map. If all of the best units went to the Diamond Sharks and they were winning at a disproportionate rate, PGI could make them fight alongside the weakest factions. Giving them tighter tonnage restrictions as well as weaker teammate pools, could really put hardmode on for good players while also giving the more middle of the road players a chance to overwhelm the super talented Sharks.
D) How do mercs play into this?
Now, one of the underlying changes we need to make this work is to make the population more stable.
This means no more faction hopping all the time (which I gleefully do whenever I want right now). Penalties for breaking contract have been viewed as a bad thing because it locked players into a faction when there were no matches… but there were only no matches because we have population fluctuations. If we cut down on the need to do the do-si-do, the ills of penalties for breaking contracts also fade.
We need mechanisms that (1) “prevent” mercs from switching "sides" of a conflict in the middle of said conflict, (2) keep them from flooding one faction, and (3) prevent good mercs from joining weak factions just to abuse their tonnage advantage. To point
(1), if a merc’s contract is expiring then they can re-sign or sign on with the last faction’s allies. If they resign with the same faction, they receive an added 5% bonus to payouts (we want to encourage population stability (also, standard merc payout should be set higher than loyalist, so this would be a boost to the boosted pay)). Now, if they
really don’t want to go with any of the factions allied to their current client, then they break contract and suffer penalties, just like they used to for breaking contract (which also makes sense from a reputation point of view). Again,
stability is the priority.
We want PGI to have some idea about how they are dividing population when they create an event and set alliances. (2) have hard caps on merc population within a faction, after which 0 new contracts will be allowed until the faction is under the threshold. And the solution to
(3) has two parts;
first, all mercs should be dropping at a slight tonnage disadvantage to the faction they signed with (5-10 tons less which is counterbalanced by their higher pay).
Second, whenever a merc unit switches to a faction that allows them more weight, their payout is reduced in % of the number of tons increased, and they will only gain that back through the 5% increase per resigning.
So, if Merc_Team_1 left the top faction for the worst faction which would allow them 40 more tons, that means they would take a 40% pay cut to go there and it would take 8 re-signings to get back up to full merc rate and the 9th resigning would finally get them to the 105% bonus point that resigning normally gets a team to.
BUT, if the faction’s W/L ratio improves while mercs are there such that PGI drops their tonnage, the mercs already signed on will gain a % boost in pay for every ton taken away and that boost will stay with them so long as the resign. So if after a year Merc_Team_1 has made what used to be the worst faction into a pretty decent one and thus shaved 30 tons for the faction,
then Merc_Team_1 would be paid at 135% of the standard merc rate.
E) Training and Toxicity
This idea of turning a faction around brings me to the final point and I think the most important one for why I want factions to take a more central role in the game. The player base for FP has become much more salty since I started playing (which was around the Steam launch). We had many people training and leading pugs back in the day and the reason was simple: a pug could fill a slot in FP as easily as a competent person.
So, if you cared about your faction taking any planets, then you wanted your faction’s pugs to suck less. That meant training them. Players had had a vested interest in making the average player better. I want to go a step further and provide merc units an incentive to train puggles that are drawn to really bad factions. I want to incentivize patience and teaching in the game. This is like parenting, creating good structure with incentives towards good behavior will go along way to making a better community.
Training is very rare now, because nobody cares about this
Allies/Axis IS/Clan divide we currently have. Also, the puggles are unlikely to stick it out anyways because once phase 3 rolled out there weren’t queues that lacked top tier teams, which means they were constantly getting their teeth kicked in (MM will help in this regard). And with the
all or nothing feature of tug of war, the ideal strategy in this new era of FP was stack a side and kick the crap out of the other side so they were too demoralized to try and and win the last four matches and make 80 victories count for nothing. (I say was because most people hardly care anymore if planets flip, so now the strat is just get quick matches and that frequently means hopping back and forth between Clan and IS clubbing puggles in search of a team.) MM can be a good step, but we need to incentivize a mentality shift to make the community more inviting. Growth can only happen if the game is healthy. That starts with how the game is structured.
Edited by Cato Zilks, 28 August 2018 - 01:23 AM.