Hey there, I'm just going to run through some of the proposals here that I find important with some thoughts based on my experience playing ~1000 FW Invasion matches and ~200 Scouting matches.
Can you achieve the same goal by simply allowing players who have maxed out their current faction to select an allied faction to begin accumulating rewards in? This seems overcomplicated in a game with many existing currencies.
- Map Alterations
- Revisit sightlines
- Revisit pathing
- Look at generator positioning
These are in my opinion mostly fine, though the Siege maps could probably use a quick pass (mostly to create alternate attack routes). I think the community could do a good job here identifying key areas where a lot of benefit can be found for a small investment.
Fixing the hitboxes on various terrain and certain props (the corners of Omega come to mind, for example) would be a nice improvement, as well.
- Incursion base building health adjustments.
Awesome, this is an enormous problem in any coordinated game. They should probably all be doubled, at least (including walls). The durations on the non-Radar unlocks could probably be increased slightly, as well, to balance them better against each other.
- [color=blue]Drop Zone wall angle adjustments.[/color]
Very important for preventing spawncamping, +1 from me if executed properly. But if the dropship isn't able to hit someone who is standing still behind the wall, that's actually worse than having than no walls at all.
- Conquest score adjustment.
At 1500 this becomes (to me) the best mode in MWO by far. I think it should be seriously considered for competitive play, but it's not currently possible to host private lobbies that utilize Drop Decks, so we aren't able to see some showmatches between top teams which is unfortunate.
One other thing that's important to mention about the Dropdeck Conquest mode is the location of capture points compared to respawns. Maps where two points are essentially "free" for each team due to their proximity to friendly respawns (think an X shape, with teams respawning on top/bottom) play much worse than maps with more contestable points (a + shape). A quick pass here on the capture points with the main theme of trying to make more capture points equidistant from each teams' nearest spawn would add a lot of value to the gameplay for a small investment.
- Earlier win conditions based on team destruction (stomps)
A mercy rule that incentivizes teams to complete the objectives would be excellent, but probably hard to devise. A good portion of matches are essentially decided after the second wave of mechs, but teams continue spawncamping for 5-10 minutes more to increase the rewards they earn. It's incredibly dissatisfying.
This an especially bad problem in Skirmish as there is no secondary objective to complete: spawncamping is actually the most efficient way to win the game. While this technically isn't true for Assault, in reality very few FW Assault matches end by point capture and thus unfortunately also often turn into spawncamping.
For this reason and a whole host of others (mostly related to passive play) I strongly believe that Skrimish and Assault modes should be removed from FW. I think having an FW game mode suite that goes Conquest --> Incursion --> Domination --> Siege would be an incredible step up.
- Queuing integrated into LFG
Allowing players to queue for FW and QP simultaneously would be a big win and help to keep the mode more populated outside of events. I'm not sure if that would work through LFG or not, or how much work it would be, but figured I'd mention it.
- Reward group play at a higher level than solo
In my experience there are three main types of FW groups. The first are solo players, who often don't do well and might only be showing up for the Event. Then there's small groups of 2-4, who can typically contribute and often can win games for their team. And then there are stacks, usually of 8-12 players and typically in an external VOIP client.
Unless these stacks hit a high skilled group or another big stack, they virtually always win, and usually in quite a stomp. This isn't fun for the people they're stomping and usually isn't even fun for them. I think an FW priority should be finding ways to match these big groups up with each other as much as possible.
- Scouting mode end condition investigation (diving)
One possible idea here is to reward the defenders for capturing intel, as well. For example, provide them the dropship's pickup location if they capture 10. But a big part of the problem is that for some reason very large maps like Forest Colony were chosen for this mode, which really just don't play well in 4v4.
Also, the LP earned in this mode is very low and that should be looked at, too.
- Battlefield based tonnage restriction (e.g. only 4 assaults at a time)
I don't think this is necessary. Currently, good players will almost always frontload their heaviest mechs and this is fine- different waves tend to have different flavors, with the first being slow and methodical and the last being more scrappy with lights. I enjoy this and think changes here would simply lead to players bringing mostly heavies.
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Thanks for reading, I'm happy to explain anything in further detail if necessary. Hoping to see this FW update make the mode as fun as I'm sure it can be!