Paul Inouye, on 06 December 2018 - 11:18 AM, said:
<p>[color=orange]Faction Play Update - Post MechCon[/color]</p>
Discussion and Planning
<br><br>
As announced at MechCon, the Faction Play Update has been discussed and has a target of early 2019 (March/April). During this time I'd like to continue the discussion that was underway previously and in the same casual manner.<br>
<br>
Below is the list of items covered from the main discussion with community members and now has color coded priority assigned.<br>
<br>
[color=yellow]Yellow[/color] - This is a primary feature and will be included in the update but it's a major undertaking and will take the longest.<br>
[color=orange]Orange[/color] - Under immediate investigation and has a higher action priority/capability than other items currently open.<br>
[color=blue]Blue[/color] - Needs serious re-consideration as it has a split acceptance from the community or has severe technological issues behind it.<br>
[color=green]Green[/color] - Complete and in a future patch.<br>
<br>
I will be updating the color coding and priorities as development moves along to make sure you are all aware of the states of specific items on the list. Please keep in mind, if an item is not color coded, it does not mean that item has no value, it means that in order for certain sub systems to come on line, the prioritized stuff has to come first.<br>
<br>
<p>Make faction alignment meaningful and rewarding</p>
<ul class="bbc">
<li>Faction specific rewards (Colors/boltons/cockpit items/skins/etc)</li>
<li>LP used as a currency</li>
<li>[color=yellow]Story/Lore/Faction driven choices to cement a desire to stay loyal[/color]</li>
<li>[color=yellow]Expand on the Loyalist path drastically[/color]</li>
<li>[color=yellow]Expand on lore in global descriptions in FP[/color]</li>
</ul>
<p>Map Alterations</p>
<ul class="bbc">
<li>Revisit sightlines</li>
<li>Revisit pathing</li>
<li>Look at generator positioning</li>
</ul>
<p>Game Mode/Hooks</p>
<ul class="bbc">
<li>Tug-of-War adjustment for less punitive win condition flips.</li>
<li>Removal of Tug-of-War mechanic for smaller events with different win scenarios.</li>
<li>Incursion base building health adjustments.</li>
<li>[color=blue]Drop Zone wall angle adjustments.[/color]</li>
<li>More reward kickers based on player behavior.</li>
<li>[color=green]Bring back queue count.[/color]</li>
<li>Planet/event specific map selection.</li>
<li>[color=orange]Objective play reward increase.[/color]</li>
<li>Conquest score adjustment.</li>
<li>[color=orange]Adjust launch countdown.[/color]</li>
<li>Earlier win conditions based on team destruction (stomps)</li>
<li>[color=orange]CalltoArms timer change.[/color]</li>
<li>Unit based objectives.</li>
<li>Queuing integrated into LFG</li>
<li>Reward group play at a higher level than solo</li>
<li>Scouting mode end condition investigation (diving)</li>
<li>[color=orange]Rewards for CalltoArms participation[/color]</li>
<li>Battlefield based tonnage restriction (e.g. only 4 assaults at a time)</li>
</ul>
<p>Systems Update</p>
<ul class="bbc">
<li>[color=green]More than 4 drop decks[/color]</li>
<li>[color=blue]VoIP prior to drop[/color]</li>
</ul>
<p>UI</p>
<ul class="bbc">
<li>[color=green]Refresh on friends list[/color]</li>
<li>[color=green]Favorites on friends list[/color]</li>
<li>Status indicator (drop type/game area)</li>
</ul>
<p>Coffers</p>
<ul class="bbc">
<li>Unit management taxation removal/change.</li>
<li>C-bill transfer between players.</li>
</ul>
<p>Misc</p>
<ul class="bbc">
<li><span style="color: green">Tool for players to enter planetary data</span></li>
</ul>
Necroing it but how did this come along? Can someone of the devs update the list with what has been done or not and how the progress is?