1. People loyal to factions not in a conflict feel left out
2. People really hate some of the game modes because of problems in them
Here are my suggested fixes:
1.
(a)
Restore faction loyalties, and for each conflict grant a mission to the loyalist player to participate in external conflicts. For example, as a Kurita loyalist, in a conflict involving Faction X and Faction Y, you'll get one of two messages:
"Warrior, it is in the interest of House Kurita for Faction X to succeed in this conflict. Our Dear Leader orders you to [covertly] lend them your assistance."
or
"Warrior, the conflict between Faction X and Faction Y allow us to infiltrate their ranks. Join either side in this conflict and relay intelligence back to us."
Which message you get will depend on lore, and obviously the first message will not give you a choice as to whom to help. While undergoing a mission, you still earn LP with your faction.
(b ) Further differentiate loyalists, mercs, and freelancers with: earn 1MC per 100LP for loyalists, earn 100 C-bills/1RP for mercs, and earn 2GXP per RP equivalent for freelancers.
2.
(a) Scouting: Smoke diving is unstoppable and really not fun. Change scouting so that 1) remove the second timer for the hovering dropship phase, one attacker must be at the LZ to extract after the first timer, and 2) if there is 1 defender present in the LZ, extraction fails and the dropship leaves immediately but changes to one of the other LZ. Basically the attackers have 2 chances to extract, and if a defender stands in the LZ twice, the attackers lose. Because the second timer is removed, if the defenders are not on the ball, the attackers can extract more easily. But if the defenders are spread out and appropriately mobile, smoke diving will be prevented. Fighting it out remains a valid option.
(b ) Skirmish and assault: Add early win condition: Get 20 kill lead. When the early win condition is met, the match ends. Give the winning team bonus C-bills and RP/LP.
(c) Incursion: Double base structure health for the non-functional buildings. (i.e. radar, ACT, jam build health remains the same)
(d) Siege: Add a large bonus to attackers for winning early based on time, on the order of 1,000,000 C-bills and 1,000 LP/RP for finishing in 5 minutes, decreasing to 0 bonus at 25 minutes (out of the 30min match time). In other words, if finishing at the 15 minute mark, the attackers get 500k cbills and 500 LP bonus). Add an early win condition for the defenders: Get a 20 kill lead, and the match ends, with a bonus. Basically gen rushing becomes more rewarding, but you have no leeway if you don't attempt to shoot the defenders as a match would finish in the defender's favor in 2 waves.
(e) Conquest: increase limit to 1500 resources (from 1250)
(f) Domination: Add a large bonus for winning early based on time, on the order of 750,000 C-bills and 750 LP/RP for finishing in 5 minutes, decreasing to 0 bonus at 15 minutes.
Edited by Nightbird, 22 May 2019 - 01:35 PM.