Paul Inouye, on 21 May 2019 - 11:20 AM, said:
Hi Paul & PGI,
Thank you for all the effort that has gone on the last few months in regards to working on the match maker and having these story based conflicts and progressions to add some depth and immersion.
I appreciate that there has been some focus on the game and some communication with the MWO population.
I realized at the start of this cycle of development that Faction Play was going to move into a single confllct between two sides to allow the story to be followed and that this would make the mode more of a focused event rather than the sense that there is fighting occurring between multiple sides across the galaxy 24/7.
It would appear that you are damned if you do, damned if you don't because while there was a push from a significant portion of the population to have these story based conflicts, to get it to function within the framework that is there requires the mode to be reduced to a focused event which obviously ruffles the features of a significant portion of the population.
Part of the problem as I see it with the whole 'story' aspect is that it is a story presented to us that we are trying to follow and in a choose your own adventure kind of way get to a particular outcome. It's a story created for us and not one we have created.
I'll bring up the voting we used to have from an earlier iteration of FP which allowed a faction to pick who they wanted to fight during the attack phase. This is an example of how we had the ability to generate the story ourselves and we could have elaborated on those results giving them voice.
Players also wanted their victories to mean something more, the planets to have more value. The map as it was simply was too big with too many planets of little to no significance so reducing that down to a handful or so is necessary. Allowing the players to then vote which which solar system they were wanting to capture because it gave their faction a certain bonus going forward, would have been, in my opinion, the next step in players creating the story. We are fighting Faction X because we want System Y which will give our faction Z as a bonus while we control it.
You could see how that might start to weave a story which can be recorded in the war logs and so on and it's similar to the little events that were run a while a go.
"Clan Wolf is mounting an attack on the FRR Sputnik system to capture the space ports in that region. This will allow Clan Wolf to gather larger forces to attack other systems."
and so on.
To look at the modes we play, which are essentially missions, and how they are presented. At the moment, it's controlled at a faction level and dictated to all players regardless of if they have played or want to play those missions or not. There is no sense of getting a group together and picking out various missions because it will help the group and create that sense of having our own campaigns within the overall 'capture the system' objective for the faction.
So I agree that Scouting is a part of Faction Play, as are the other various missions we can run, but again it is dictated to us instead of being a player initiative. It has been mentioned about adding a vote on the missions for FP and I can see some value in this as it starts to bring in a strategic element for the players. The other part of it is having those missions mean something to us personally. EG: I will do a Conquest mission because it gives me resource points when I win and those resource points let me repair the mechs in my drop deck. I'll do a scouting mission because the intel points give me the radar for my next match.
All we really need to do is have any victories we achieve fighting for our faction on any mission add to a tally so that at the end of it, if that tally is in our favour, our faction wins the system.
To address the point made about only having two factions or two sides in the conflict, I can only suggest looking at more of a free for all approach.
Take what Quick Play does and simply allow one team to fight another in a single queue.
If teams were restricted to only having players from a single faction then we would get all the inter-faction conflict we have had and more as it would allow IS vs IS, Clan vs Clan and Clan vs IS without the need to split the queues.
If we include the voting ideas for enemy and system then we have that purpose behind each battle. We have to win more for our faction to succeed and we will fight anyone to make it so.
However the system also needs flexibility as we do not want the situation where one faction is able to muster a full 12 player group and there are not enough players in another single faction to create a match. This is important because if players want to represent their individual factions, you have to allow smaller conflicts. Yes, I'm talking again about allowing 4v4, 8v8 and 12v12.
You can't have a situation where there are 12 Clan Wolf players ready to go, but we only have 4 in Marik, 4 in Davion and 4 in Jade Falcon because this is what would happen if teams are prevented from mixing. Therefore, the system needs to take a small leaf from the Private Lobby and allow smaller team sizes to fight. Let the 12 Wolf players break up into 3 lances and get matched up against any other 4 player lance from another faction. Should another faction start to get more players on as the hours tic by, then you could expect the conflict to escalate between those two sides and build up to the 12v12,
This again feeds into the story we are telling.
"There has been some ongoing border skirmishes between Clan Wolf and the FRR this week" (4v4)
"Tensions escalated between Clan Wolf and the FRR this week with some raids on key planets" (8v8)
"A large scale attack was mounted between Clan Wolf and the FRR this week" (12v12)
Given the recent work on the match maker, I can see all of that working quite well in this sort of setup.
So, to sum up. TL:DR
I would seriously consider making FP a free for all and restricting teams to a single faction.
Look at the voting for enemy and solar system to allow players to create their own incentive as to why they are attacking
Put a value on the solar systems that when controlled by a faction they provide a certain bonus for players in that faction (c-bills, XP, drop deck tonnage.... there is room for several values to be explored)
Consider a voting option for players to pick their missions and add a value to those missions that directly affects the players who complete the missions.
Look at the group system as we need to allow flexibility for team sizes if teams are restricted.
I know everyone is very passionate about MWO and FP.
This is how I feel it could work.